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SGTbayk47

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Everything posted by SGTbayk47

  1. Hey all, I'm trying to use the SetBipedModelPathEx function to change the model of an armour, but it doesn't seem to change the model when the script runs in game. From the little information I've found on the function I think I need to 'refresh' the model. I'm not sure how to do this either, as the Update3D function doesn't work on the player, and it doesn't update the armour when called on an NPC equipped with said armour. Any help would be appreciated. Cheers, BayK.
  2. Edit: Found what I needed on this more up to date wiki regarding scripting functions etc.
  3. Thanks, that plugin makes the textures much easier to see.
  4. Hi all, I've been working on a mod recently and have been extracting some textures from NV's bsa files and have run into some issues. When I extract some of the textures and open them (I use Paint.NET) they appear to be almost transparent, to the point that I don't know what I am editing. An example of this is the pack brahmin texture, 'textures\creatures\packbrahmin\packbrahmin.dds' found in 'Fallout - Textures.bsa'. I'd like to know how I can 'restore' this texture so it is no longer transparent, or where I can find a 'restored' version should some already exist elsewhere. Thanks, BayK.
  5. Regarding your perk not showing in the pip-boy; make sure the perk isn't flagged as hidden. You don't need to select either the playable or hidden flags on a perk if it's intended to be seen by the player but not chosen at level up and is awarded by other means, in this case, reading the book.
  6. Hey all, I'd like a simple re texture for the leather armour, where the existing black leather is recoloured to match the colour scheme of the Bark Scorpion. The armour pieces, straps and buckles etc. should remain unchanged, with changes being made only to the actual black leather present on the armour. Thanks in advance, BayK.
  7. Hey all, I've run into a small issue, and whilst it isn't essential that I find a fix, I would prefer it. I'm currently making a mod, and every NPC that I assign a sleep package too will not wake up on their own. They successfully find and sleep in their bed when the package starts, but at the time when they are supposed to wake up they remain asleep until they are spoken to by the player. I thought it might be an .esp bug, so I switched the mod to an .esm to check, but the problem persisted. Does anyone know anything about or has experienced this bug before? You can find some screenshots of the AI packages an NPC is using here and a video showing the problem here. Thanks for your time, BayK.
  8. I've added the file as guide here if you still can't open the file.
  9. I've made a guide showing my process for combining vanilla meshes in Blender. You can find it here. It should help you achieve what you want to do.
  10. You have to many mods in your load order. The game can only handle around 130 .esp's if I'm remembering correctly.
  11. You could try giving each ammo activator it's own ref ID and referencing them in the script that way. It makes the script longer, but will allow you to restock several activators at once. Just add a new if statement for how ever many ammo activators you're using. For example; scn restockscript begin onactivate if ammo1ref.getdisabled == 1 ammo1ref.enable endif if ammo2ref.getdisabled == 1 ammo2ref.enable endif end Hope that helps.
  12. I know next to nothing about the 'skeletons' in this game, but couldn't extra bones be attached from the waist of the skeleton which hang freely, and then the duster be applied to those bones so the mesh would flow rather than follow the legs?
  13. I could try to implement a system the same as Fallout 3, where all shotguns use a generic 'Shotgun Shell' ammo type, if that's what you're after.
  14. I've removed the cape and reworked those straps so they connect with the rest of the armour. You can find it here, just put the meshes in your data folder.
  15. You could also select them in the console and type 'openteammatecontainer 1'.
  16. I managed to add the cells using FNVEdit, as when I tried to use the GECK and copy the cells, it added the .esp I was copying from as a master and wouldn't let me remove it. I instead deleted everything from the .esp to be copied bar the cells and worldspace edits, and then merged said .esp into my current mod .esp, which worked successfully without any unnecessary master files.
  17. Hey everyone, I'm currently making a mod, and was wondering if it's possible to copy some cells I have previously made in another .esp, to a new .esp without having to rely on the .esp as master file once the process is finished. Does anyone know if this is possible, and if so could they tell me how I would achieve this? Thanks in advance, BayK.
  18. Hey everyone, I'm currently trying to add a script to an electrical switch, 'ElectricalSwitch02' in the GECK, which causes the switching animation to play when the player activates it. Note that I have made my own switch, but it uses the model of the original switch. From previewing the switch, I can see the animation I need to use is called 'Open'. This is where my problem is though, because when I write 'playgroup open' in my script, it refuses to save. I am using GECK Powerup, and this is the message that pops up when trying to save; http://i.imgur.com/JJyOh9D.jpg If anyone knows how to get this working it would be appreciated, Thanks in advance, Bayk.
  19. The dialogue topic where you tell her to support the NCR is called 'VFreeformFreesideVFSJulieFarkasTopic64' in the GECK, and the quest which handles the topic should be something along the lines of 'VFreeformFreeside' or maybe 'VDialogueFreeside'. Hopefully that can help you track down the condition you need to change.
  20. If you exported the weapon with Blender, it may have caused the Projectile Node to be named incorrectly. Usually by adding '.00'. If that is the case it's an easy fix. Open up your weapon mesh in Nifskope, and find the Projectile Node in the Block List, and if it reads 'ProjectileNode.00' just delete the '.00', like this. Oh, and about exporting as a BSFadeNode, these export settings are a safe bet, and I use them every time I export a weapon.
  21. Hey everyone, I'm currently trying to create a new world space, and would like to use a height map I have. However, I know I will have problems importing it into the GECK Heightmap Editor. The GECK wiki says; The files should also have been saved with these Raw Option settings: Header: 0, Non-interleaved Order, Count: 1, Depth: 16 Bits, Byte Order: IBM PC. I have absolutely no idea what those settings mean, nor do I know any software that allows me to export RAW files with those options. Right now I only have a black and white height map image in .png format. Does anyone know what software I could use (preferably free) to export the image with the settings mentioned above, if so it would be greatly appreciated. EDIT: I'd also like a little help visualising the scale. The GECK wiki refers to this grid when naming height maps, and I was wondering how big the 0_0 square is in regards to in game cells, eg 5x5. Thanks. Cheers, Bay K.
  22. Thanks, that works great. Just one more question, does the setname command persist across savegames, or do I need to run the script every time the game is loaded?
  23. Hey all, I'm currently trying to change some names of base items (armor items specifically) via script, so I don't edit the record itself and cause incompatibilities. I wrote a simple script using 'setname' and it saved correctly, but had no impact in game. I'm guessing I am using it wrong, and can't wrap my head around the limited info I found regarding the 'setname' command. My usage of setname in the script looks like this, and it saves correctly as I said before; HelmetNVCLVexillarius.Setname "Legion Vexillarius Hood" If anyone knows what I'm doing wrong and how I can correct it, it would be appreciated. Cheers, BayK.
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