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SGTbayk47

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Everything posted by SGTbayk47

  1. Can the same thing be achieved without NVSE? Because I can't get NVSE to work with my GECK so I can't save the script.
  2. Hi guys, I just booted the GECK back up, and noticed something odd. The cell view window in the GECK has 'squashed' down the lists, leaving lots of blank space underneath. I cant even select the bottom of the lists and drag it down, meaning I can now only see 2 cells names and 4 objects on the lists. I'm not sure when this started exactly, but I have had the problem before. However it has never been squashed so much that I can only see two names. If someone knows how to fix this it'd be appreciated. Cheers, BayK. EDIT: Turns out I had an outdated version of GECK Powerup, so problem solved :P
  3. I've made a fake explosion, by removing the model and all the sounds etc. and leaving a bit of force and a radius. Then I tried using PlaceAtMe to put the explosion on the object which needs havok. I'm guessing that the explosion is called way to quickly after the reference being enabled, because nothing happens in-game. Anyhow, this is the script at the moment: SCN EnableScript Begin OnActivate Player DisabledRef.Enable DisabledRef.PlaceAtMe FakeExplosion 1 SetDestroyed 1 End If the explosion is called too fast, do you know how to add a delay to a script?
  4. Hey all. I'm using trying to enable a disabled reference *and* make the havok kick in. What happens at the minute is the object is enabled but doesnt react to the physics unless the player interacts with the item themselves. I'm enabling the item in a simple OnActivate script with another item, so would there be something I can add to that script to enable havok right after the object is enabled? This is the script I'm using: SCN EnableScript Begin OnActivate Player DisabledRef.Enable SetDestroyed 1 End Hopefully someone knows how to achieve this, if it's possible. Cheers, BayK.
  5. Hey, thanks for the info. I found out why the vertices where unweighted in the end, one of the bones in the skeleton was named incorrectly for some reason, 'Thigh.00.R' instead of 'Thigh.R'. All I needed to do was rename and it exported. :D
  6. Hey, Thanks for the help, finally works :D
  7. Hey all, I'm currently trying to export some armour, but I've ran into a problem. When I export, some vertices are apparently unweighted. I don't actually know anything about weight painting, but I'm sure the vertices must have some weight, judging from the images below. If anyone knows how to weight these vertices, or any good tutorials on weight painting, it would be appreciated. Cheers, BayK. These are the 'unweighted' vertices: And these are the 'unweighted' vertices in Weight Paint mode:
  8. Hi guys, I've just finished writing a script for a jar of caps, which when activated will give the player a random amount of caps as well as a predetermined amount. The script also deletes the activator, and places a static empty jar afterwards. Now, I'm no scripting genius but I thought what I wrote would have worked. My guess is that you maybe can't use 'Placeatme' on static objects? (The static object in this case is 'JarEmpty') Anyway, what I'm asking is does anybody know why this script won't let me save? Thanks, BayK. Script: SCN JarCapsActivatorScript Short DoOnce Short Button Short RandomCaps Ref Self Begin OnActivate Player If DoOnce == 0 ShowMessage JarCapsActivatorMessage Endif End Begin MenuMode 1001 Set Button to GetButtonPressed Set Self to GetSelf If Button == 0 Set Self to GetSelf Set RandomCaps to GetRandomPercent If GetRandomPercent >= 0 && GetRandomPercent < 25 Player.Additem Caps001 (75 + RandomCaps) 1 Elseif GetRandomPercent >= 25 && GetRandomPercent < 50 Player.Additem Caps001 (100 + RandomCaps) 1 Elseif GetRandomPercent >= 50 && GetRandomPercent < 75 Player.Additem Caps001 (125 + RandomCaps) 1 Else GetRandomPercent >= 75 && GetRandomPercent < 100 Player.Additem Caps001 (150 + RandomCaps) 1 Endif Set DoOnce to 1 GetSelf.PlaceAtMe JarEmpty 1 GetSelf.Disable GetSelf.MarkForDelete Elseif Button == 1 ;Do Nothing Endif End
  9. Great looking trailer and mod overall! The things you've achieved in such an old engine is incredible and I can't wait to play it :D
  10. Um... I have never had a weapon do that to me before. Unless someone else knows how to fix it properly, I would just suggest having a go at rotating the whole mesh by 90 degrees until it's fixed. Back up your mesh first of course, because what I'm suggesting hardly seems like a practical way to solve this, but I honestly don't have a better idea :P
  11. Oh, I feel like an idiot haha. Didn't even realise you could type the filepath in, thanks.
  12. Hey all. I'm trying to figure out why my attempts to set up new texture paths in NifSkope wont work. I'm working on some weapons, and have set a new texture for them to use, however when they are dropped the texture just constantly changes. I am not sure why this happens, because the textures have been set up just like vanilla textures. The shader is set to 'SHADER_DEFAULT' and the extra flags are 'SF_Specular | SF_Remappable_Textures | SF_ZBuffer_Test' One thing I noticed that was different between my model and the vanilla is the filepath, the vanilla file path says 'textures\weapons\anotherfolder\texture.dds' but mine only says 'mymodfolder\mytexture.dds'. I'm wondering if this causes the problem, but don't know how to make the filepath begin with the textures folder. I really hope someone knows what's causing this and how to fix it, because it has put my current mods on hold until I can figure this out. Thanks, BayK.
  13. Unfortunately neither of those suggestions worked :sad: SF_Multiple_Textures wasn't checked, and setting the nodes to 0 and moving the mesh just reversed the issue, meaning the mag and charging handle were out of place all the time. EDIT: Solved the reload animation problem. My OCD got the better of me, and by renaming the parts of the .nif in NifSkope so they looked uniform I screwed up the animation. Unfortunately I'm still stuck about the changing texture bug.
  14. Well, unfortunately due to my limited experience with collision, the only thing I'd suggest is that the data is wrong in Blender. I've not heard of nor had to change anything in other software that affects collision. Just really double check that the collision data and the export settings mimic those in the image I linked you, down to every last number. Hopefully the fix is something as simple as missing a small detail when exporting.
  15. Hey all. Currently working on my second custom weapon, and have ran into a few problems that have got me clueless. First off is a texture error. One of the mods for my weapon changes the texture, but it isn't working for some reason. When dropped, the weapon looks like this. However I have tried using a new texture set in GECK and setting a new file path in NifSkope but to no avail. This one really has me confused, because I have successfully changed a texture in NifSkope before, but this time I can't seem to repeat my success. Second is an issue I have never seen before. My gun when held and used in first person works fine, until you reload the weapon. For some reason once you reload, the magazine and charging handle get moved out of place and don't return to the start position. This bug can be remedied by reequipping the weapon, but I'd rather iron out this issue before release. I noticed that the parts get misplaced as soon as the reload starts, so I'm assuming it might be caused by the animation? I have absolutely NO idea why this would happen, since I have used the same method as I always do when making weapons successfully, yet I haven't ever come across this bug before. Hopefully the images I have provided will prove useful, and hopefully someone experienced in creating custom weapons will come along and help me out. Any help on fixing these errors will be greatly appreciated. Thanks, bayk.
  16. Glad to see you got it working, and I look forward to seeing what else you create in the future. Happy modding! :D
  17. I had that floating weapon problem as well. You need to change some properties of the collision mesh in Blender. I'll link you some images. Blender collision mesh settings: Here Blender export settings: Here I'm assuming you know what the collision mesh looks like in Blender right? But if not, here's another image, just in case. Hopefully this will be the *last* step in getting your weapon to work. :D
  18. Unfortunately I don't know anything about what's happening to those textures. I don't even know how to view textures in Blender. Anyway, tell me how remaking the esp goes.
  19. That red exclamation mark means there's a missing mesh, which can be caused by deleting the folder the mesh was in, or renaming the folders or mesh in any way. Once you set the file path, you can't change it without having to update it in the GECK as well. So my only guess is that once you were done in the GECK, you might have renamed the mesh/folders? Other than that I'm not sure without looking at the esp myself.
  20. Well, the only reason I can think of that the models weren't there is that you didn't have the filter set to *All? Like this.
  21. Hey all, I'm thinking of making a custom animation for a mod of mine in the near future, and couldn't find any tutorials on it, nor do I know which software I should use to accomplish this. I thought it could be done in NifSkope, since you name parts of the weapons to use in the animation when reloading, but when I opened an animation to look I had no idea what it meant. So, if anyone knows any good tutorials which explain how to create animations for Fallout, it would be appreciated. Thanks, bayk.
  22. I'm going to assume you haven't changed any actual meshes so far, so here's how: 1) Create a new folder to put your meshes in. To do this you need to find your Fallout New Vegas game directory, for Steam it's found here: C: > Program Files (x86) > Steam > SteamApps > common > Fallout New Vegas.Once your in the directory, you'll see a data folder, where all of your esm's and esp's are found. You should also see a folder called Meshes (I'm assuming you've installed other mods). You need to open the Meshes folder, and create a new folder inside that, and give it any name you want, as long as it's different to the rest. Once you've made the new folder, put your custom Automatic rifle nif inside. 2) Create a static first person model in the GECK. Search for '1stperson' in the object window, so it looks like this. You can use any of the static models here, so just double click on one, give it a unique id and change the model to your new one that you made a folder for. 3) Finally you need to change the model once more in the weapon itself, and select the first person model you just made in a drop down box. The boxes you need to edit look like this. Hopefully your weapon will be done after this step, good luck :D
  23. Hi guys, I'm currently in the planning phase for a mod, and am struggling with a name. I'll give you guys the basic gist of the story, and maybe you can help me out by suggesting some names? :P 'The story involves a once-remote tribe and a newly established town. The presence of the town has caused tension within the tribes's leadership, as some members are looking for a peaceful solution, whereas the others would go as far as to wage war with the town to reclaim their land.' That's all I really want to give away at this (very) early stage, but hopefully it's enough to spark some thoughts. Thanks, bayk.
  24. I personally have never heard anything about any first person data entries, nor have I ever added/changed any when making weapons myself. If there is such data, it was probably retained in the original model you edited anyway, so it shouldn't matter. Regarding your iron sights, I actually did a very similar thing in my most recent weapon mod, but instead removed the front sight. The iron sights on my weapon still work, because I made sure not to move the iron sights and the sighting node independently. What I mean by that is, in Blender for example, when I edited the iron sights mesh, and tweaked them to fit the weapon, I did so with the sighting node selected as well, so when I moved the sights up, the sighting node would also move accordingly, allowing the sights to work as intended. Lastly, about original positions. I myself am not sure what the in-game effects are of an off-centre model, simply because I try to keep the bulk of the gun (the handle in particular) in it's original position, since a mismatching stock placement is generally less noticeable than the player holding the handle wrong. Anyway, in the case that you have moved the whole mesh, it can be reset to default in NifSkope. Simply open your weapons nif, and right click the parts of the weapon then click on transform, then edit. This will bring up a window with x, y and z coordinates. To reset the mesh they should all be set to 0. Now, this will work for all the parts of the Automatic rifle, but most likely not for the magazine from the riot shotgun, since it's 0 coordinates will be set to fit the riot shotgun, and not the automatic rifle. So with the mag, you can edit the coordinates in NifSkope, which can be tedious, or save the mesh with the reset weapon, and adjust the mag accordingly in Blender and export it once more. Once again, hopefully you understand what I wrote, and good luck with your mod :D
  25. I think I know what to do, but I'm not 100% certain. So here goes... 1) If you look at the differences between the two images you've shown, you'll notice the magazine for the riot shotgun is named '##riotClip' and the automatic rifle magazine is named '##SRClip'. 2) If you want the riot shotgun magazine to move when reloading weapon (I'm assuming you want to keep the Automatic Rifle animations so the bolt moves etc.) you will simply need to rename '##riotClip' to '##SRClip' exactly how it is written (without quotes of course). 3) If my knowledge of NifSkope is correct that *should* work, and the animations will play correctly. There are also some other things about the nif that I noticed, that you might want to change now to save trouble later. 1) There is an item called 'ProjectileNode.00' in your nif, and as it is written now it will not work correctly. To fix this simply rename it to '##ProjectileNode' exactly (once again, no quote marks). 2) If the main mesh, as in the weapon itself, hasn't been moved at all, then you might want to copy and paste the sighting node as well, to give your weapon iron sights. If the weapon, and in turn its sights, were moved however then it might not be accurate. And that's about as far as my knowledge of NifSkope goes, so I hope it helps, and that you understood what I wrote. Good luck :D
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