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ThePersyn

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Everything posted by ThePersyn

  1. The script name should only be the actual name of the script (PluginCaller.psc) and it cannot include a colon.
  2. Correct, correct, and correct. Updating tangent spaces and adding NiMaterialProperty to each node (with the correct settings from the original) fixed most of it, but some parts had a gloss to them. When imported into Max one of the parts got a smoothing group added to it because Auto Smooth Mesh was checked in the import options. Unchecking that option imported it correctly. Thanks for all your help!
  3. I got it now. When I originally tried exporting from Max a few months ago the mesh crashed my game. The tutorials I found described the swap method and that's what I was using. Exporting works now when using Stripify all TriShapes and Update all MOPP Codes before importing into the game. Thanks for clearing that up. After export though, the Shader Flags and the Consistency Flags get changed which is easily fixed, but the textures show up noticeably brighter than the originals. Is there any way to fix that or prevent that from happening? I tried swapping BSShaderPPLightingProperty with the original and adding a NiMaterialProperty to the node (because none shows up after export), but neither of those attempts had any effect. Any ideas?
  4. As far as remember, Max doesn't produce a valid nif that can be imported directly into the GECK. My understanding is that it needs to have the NiTriStripsData swapped into a valid nif so it can be used in the GECK. Is that no longer true? The problem I'm having happens during the swap, and the collision doesn't behave correctly until MOPP code is updated. The model behaves as if there are two collision objects in the scene, the old one and the new one, until updated. The files I'm starting with are vanilla files with the proper Havok modifier, I'm simply replacing the originals meshes with my own. Everything works as it should except in 3rd person mode it crashes. I've imported more than 300 models into the game but those were typically convex collision. Pretty easy. Now I'm trying to do architectural statics and the MOPP collision isn't going as smooth. Are you saying I need to export the collision separately rather than as a part of the full file? Thanks for your help!
  5. I import a vanilla file like utlhallbgendexbg02.nif, make the changes, apply XForm and then export. Material: Stone Bounding Volume: Packed Strip Shapes Exporter options checked: Collision Flatten Hierarchy Update Tangent Space Collapse Transforms Zero Transforms Transforms Sort Nodes Add Accum Nodes After export, I run Spells/Optimize/Stripify all TriShapes, copy/paste over to the vanilla file it is based from and then run Spells/Batch/Update all MOPP code. It usually crashes when the PC steps on the collision and looks down which cause the camera to swing up or to the side. If the game doesn't crash, the camera goes through the roof or wall. EDIT: It also does it to vanilla files with no export from 3ds Max involved. Using utlhallbgendexbg02.nif I manually moved around some verts on the collision mesh, ran the MOPP Update and it crashed the game as well under the same conditions listed above.
  6. Animations are linked to weapon types and have certain animation cues/triggers that only work with that type of weapon. OneHandPistol has limited animations so you might try OneHandPistolEnergy instead. It has more unique combinations. From your description is sounds like what you want is the same combination used by the Flare Gun from Lonesome Road DLC. Reload Anim: ReloadK Animation Type: OneHandPistolEnergy Search: "FNV Flare Gun" on YouTube for an example.
  7. I'm making some interior models (wall, floors, hallways, etc.) for FNV and I'm able to get them in game but they are causing problems with the 3rd Person camera. I make the models in 3ds Max 2012, export with NifTools 3.9 and convert/copy/paste with NifSkope 1.1.3. In order to get the destination file to update for the new MOPP collision, I have to select: Spells/Batch/Update all MOPP code. While that does update the collision, it also breaks it. When standing on a floor using the new collision in 3rd person mode, the game will either crash or the 3rd person camera will pass through the wall of the room showing the model from the outside. I've also tested it on vanilla models and it has no effect unless the collision is altered in some way, and then it breaks the vanilla models as well. Is there anyway to get the MOPP code to update correctly? Is there another way to get statics into the game? Any help/insight would be greatly appreciated.
  8. Important files for menu/hud mods are loaded directly into folders and not through ESPs or ESMs; changing your load order will have no effect on them. Those files can only be installed/uninstalled. If you're not already using the Unified Hud Project, you should install it because it fixes a lot of incompatibilities between hud mods. You can also try uninstalling DarnUI and then reinstalling it, so that it overwrites whatever else is altering the menus, and then install Unified Hud last. If either of those mods ask you overwrite files, select Yes to All.
  9. @luthienanarion Thank you very much for all your effort. The problem is that my lists were incomplete. After I looked at your printout, I went back and reexamined the results I was getting and realized I missed a bunch of entries. My lists were made up of all the creatures listed under their main type in the GECK: Abomination, Animal, Feral Ghoul, etc. I completely missed all of the creatures that are listed under the main category of CREATURES, which is where the levelled creatures are listed. As a result, I only had static creatures in my list and no dynamic ones so, static ones worked everytime and dynamic ones failed everytime. D'Oh! It's working fine now. set Target to GetOwnerLastTarget set TargetBF to Target.GetBaseForm if (ListGetFormIndex CreaturesBloatflies TargetBF != -1) messageex "This is a Bloatfly." elseif (ListGetFormIndex CreaturesRadroaches TargetBF != -1) messageex "This is a Radroach." elseif (ListGetFormIndex CreaturesRadscorpions TargetBF != -1) messageex "This is a Radscorpion." elseif (ListGetFormIndex CreaturesFireAnts TargetBF != -1) messageex "This is a Fire Ant." endif Again, thanks for all your help.
  10. I've already been using detailed lists with that same code. The lists only work on creatures that can be viewed in the GECK; the lists do not work on dynamically generated creatures. There are two basic groups of creatures that appear in the game: static and dynamic. Static creatures can be viewed in the GECK but dynamic creatures are added into the game through levelled lists or scripts. Static creatures use the same form ID for all instances, and can easily be identified using form lists. Dynamic creatures don't have a form ID until they are spawned in the game, and that form ID always has a prefix of FF but the rest of the ID is unique (ex: FF05612C). Eventhough a dynamically generated creature is using the same model that the static ones do, it still appears in-game as completely unique. Commands like GetBaseForm and GetBaseObject, apparently, don't really get the the actual base when used on dynamically generated creatures; they get the unique generated form ID which only exists in the game and not the actual base that is used in the GECK levelled list. What I'm trying to figure out is how to get a script to recognize a creature regardless of whether it is static or dynamic. The main type is easy to get (as shown in my OP), but getting the creature sub-type has so far been a dead end. I was hoping that there was some command similar to GetIsCreatureType; I'd even settle for something like GetName, but it appears that no such command exists (SetName exists but not GetName). I've only been learning GECK scripting for the past week, so I might be missing something simple and obvious. But the only solution I've found so far is a workround involving hiding a token on all instances of a creature and then checking for that token with the script. I'm hoping the real solution isn't that messy. I would greatly appreciate any suggestions.
  11. @luthienanarion Thanks for your input. I tried different combinations of GetBaseObject, GetBaseForm, ListGetFormIndex, and IsRefInList. One combination resulted in CTD while the others all had the same result: creatures that can be seen in the GECK are always recognized but creatures that are dynamically created during gameplay are never recognized. Example: a bloatfly with the Form ID 0009189C is always recognized but any bloatfly with a Form ID that starts with FF is never recognized. So my problem remains the same, how to determine the sub-type of a creature.
  12. Greetings, I'm new to GECK scripting and I'm trying to figure out how to determine the sub-type of a creature. Determining the main type of a creature is straightforward: if Target.GetIsCreatureType 0 == 1 ShowMessage TypeAnimal ; Animal: Dog, Vicious Dog elseif Target.GetIsCreatureType 1 == 1 ShowMessage TypeMutatedAnimal ; Mutated Animal: Brahmin, Mirelurk, Mirelurk King, Molerat, Yao Guai elseif Target.GetIsCreatureType 2 == 1 ShowMessage TypeMutatedInsect ; Mutated Insect: Blowfly, Giant Ant, Queen Ant, Radroach, Radscorpion, Fire ant, Fire ant soldier, Giant Radscorpion elseif Target.GetIsCreatureType 3 == 1 ShowMessage TypeAbomination ; Abomination: Centaurs, Deathclaw, Failed FEV Subjects elseif Target.GetIsCreatureType 4 == 1 ShowMessage TypeSupermutant ; Supermutant: Supermutant, Supermutant Brute, Supermutant Chief, Supermutant Behemoth elseif Target.GetIsCreatureType 5 == 1 ShowMessage TypeFeralGhoul ; Feral Ghoul: Feral Ghouls, Glowing One elseif Target.GetIsCreatureType 6 == 1 ShowMessage TypeRobot ; Robot: Eyebot, Turrets, Mister Gutsy, Protectron, Robobrain, Sentrybot endif The problem I'm having is determining which sub-type a creature is (identifying it as bloatfly or a radroach and not just a Mutated Insect). I've tried using IsInList and GetBaseObject but neither seemed to work. I think the main obstacle is that most of the creatures in the wasteland are dynamically created, and their IDs are all different (verified using GBO in the console). Is there a way to tell the difference between a molerat and a brahmin, using a script. Thanks in advance!
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