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CitizenGoose

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Everything posted by CitizenGoose

  1. So, what I'm trying to do is make it so after a certain trigger (entering a trigger box, dialogue script, quest script, etc) the player's face changes... like turning into a different person. My best guess would be to change one of the preset faces and then use some kind of script to swap to that preset... There must be a script that let's your character change faces... right?
  2. For some reason it wasn't working for me either when changing bAllowMultipleMasterLoads from 0 to 1... It eventually did, as for some reason, it didn't save. Maybe it was because the GECK was open. What worked for me was closing everything, changing the txt with bAllowMultipleMasterLoads in it, saving and closing, then opening geck; otherwise it just turns back to 0
  3. I already posted like 2 things in the forums and forgot to introduce myself here. So... Hi! Im CitizenGoose. I wanted to start modding my favorite game, Fallout New Vegas, for years but for some reason never tried to, until now. I come from doing stuff in Newgrounds, with basic Flash games, one of which got quite a lot of attention. I know how to use Unity, Stencyl, bunch of other basic engines and a little bit of Unreal. For programming lanuages, I know a little bit of just about everything: Java, C shar(cant get the symbol to work for some reason), C, JavaScript, C++.... But I'm the most familiar with Python. GECK seems easier than I tough it would be. Already working on a mod: Its a quest mod with a custom mesh and texture weapon that, to my surprise, nobody made a mod of. The weapon is finished and I'm still working on the quest, I'm sure you guys will love it. Any advice for posting my first mod or anything I should know about the site? Hope posted this in the right place.... Have a great day! -CitizenGoose
  4. All revolvers have a hammer that hits the back of the cartridge to make the gunpowder explode and all that stuff. The hammer has a pin at the end, which is what actually hits the cartridge, like the image below... But fallout 4's 44 magnum... well You can clearly see it doesnt have a pin, instead, an empty space, where the pin should be. Some may say it could have the pin in the receiver and not in the hammer, like the Colt Python. But it doesnt have that either, and that S&W model should have the pin at the hammer. Its something quite odd and it doesnt make much sense why they didnt include it.
  5. Hemm Hi. Im really embarrassed to post this... but hopefully it helps someone as dumb and as noob as me..... I found the solution Please dont hurt me, but... On blender, there's an option to export as fallout 3 (which counts as new vegas).... On every tutorial it said to leave it as default, but for some reason my blender was set to export the mesh as TES Oblivion... Anyway, thanks M48A5 for replying!
  6. I dont really remember on what order I installed them... But I'll try again! For the versions: Python 2.6.6, Blender 2.49, PYFFI 2.1.11, NifScripts 2.5.9 and Nifskope 2.0 Dev 7. Will this versions work? Also, should I make a tools folder inside the Fallout New Vegas folder or the Data folder? And where should I place the game folder? Thanks so much for the help and sorry for the noob questions xp
  7. Is there an updated version of blender to edit new vegas nifs?
  8. But what I meant is that Nifskope isnt causing the error, its blender (since it only happens when i export from blender). Anyway, I downloaded the latest Nifskope (2.0 Dev 7) and it looks ok. But it isnt fixing the problem and im kinda clueless on what to do next. I understand that the exclamation mark is for missing mesh, but can it have something to do with textures? I dont see the textures in Nifskope, should I?
  9. I have a 357 magnum and wanted to make the barrel longer. So I go onto blender 2.49, make it longer, export as nif. Then, I go onto Nifskope 2.0.0 Pre-Alpha 5. When I load it, a message box pops up saying: "An MD5 hash comparison indicates this file will not be 100% identical upon saving. This could indicate underlying issues with the data in this file" The box then has two buttons: One that says OK, and another one that says show details, that when clicked, shows the directory to the nif. So I click OK, the mesh shows up fine (all white with no texture, dont know if that matters) I save, open the GECK (new vegas), I go on to the 1stPerson357, edit model, select the nif (which by the way, is in its proper directory under meshes with its own folder named after the mod) and what I get is a big exclamation mark. I then tried to find out what caused the problem, so I went to nifskope, chose one of the unedited vanila weapons, added a silencer for testing and when opened in GECK it worked just fine. Then I opened the exact same nifskope on blender, exported it without changing it, and I got the same error in GECK. Im on windows 10, Blender is 2.49, Nif script for blender is 2.5.9, nifskope is 2.0.0 pre alpha 5 and GECK is.... GECK Anyone know how to fix this? Thanks!
  10. Any luck on this one? Im having the same issue and its driving me insane
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