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Everything posted by SGTbayk47
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I'm guessing not, since I don't even know what rigging is :P I just made it like I would other amours (Which I have made successfully before) only this time I used parts from a creature nif, rather than just parts from different Armour nifs. And, as for shaders, I also have no idea how to apply them nor have I added them to previous armours I have made, which worked without me doing that. I'm guessing it's to do with creature meshes being set up differently to Armour meshes? Other than that, I'm clueless :P
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Hi all, I was experimenting with making some Armour, and have used various parts from a Lakelurk. I added them to the base Armour in Blender, and then checked that they showed up in Nifskope. This all seemed to work well (Note: When I say seemed to work well I mean the pieces were visible, I don't know what the NiNode, NiTriStrips etc. mean. So all I have to go is whether they are visible or not :tongue:) However, when I used the model in the GECK, the pieces from the Lakelurk didn't show. At first I thought this was just a GECK render window limitation, so I tested it in-game as well. However that too only showed the base Armour (Veronica's Robes) and none of the parts from the Lakelurk were visible. If anyone knows what I'm doing wrong, and how I can fix it, it will be greatly appreciated. Thanks. Below are images of the Armour in the GECK render window, in the game, in Nifskope and a list of the NiNode and NiTriStrips etc. Hopefully they'll help.
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Hi all, I am planning on making some Fallout machinima movies, and would be using mods in them. I am just wondering whether or not I need to get permission from mod authors to use the mods, or if you just have to credit the mod authors. If anyone knows about this it will be appreciated, Thanks :smile:
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Hi all, I am trying to make an explosion appear via script, but do not know the parameters to use for 'PlayExplosion'. I want the explosion to be played at a reference which I have set up. However I don't know how to make the explosion occur at the reference, as in I know to type 'PlayExplosion BusNukeExplosion' but I do not know where the ref id goes. I tried it after the explosion id but it wasn't correct. Any help will be appreciated :smile:
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Hi all, I am trying to make an armour mod for Fallout New Vegas, and despite everything I try I can't get the armour to work. In the geck instead of showing like normal armour it is a floating, squashed image of the armour. It might be worth noting that I made all the seperate pieces of armour individually, and once they were made removed the NiNodes in Nifskope. I did this because everytime I tried to export the armour with a skeleton, without editing in Nifskope, I had the error of multiple bones etc. If anyone knows why this is it will be appreciated.
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Can't compress a texture with good quality
SGTbayk47 replied to SGTbayk47's topic in Fallout New Vegas's Discussion
Thanks all, I just scaled the image up by 2 and it worked great. The bigger image actually made the little errors look more like shading anyway :P Thanks again :) -
Hi all, I have recently been making an armour mod, and have very nearly finished the modelling process. I have made the armour, edited out the main clipping issues, imported to blender, parented the armour and added meatcaps and skeleton. I have then exported the supposedly ready armour and got no errors throughout the whole process. The armour even shows up fine in nifskope. But I can't get it to show up in the GECK no matter what I try. I have exported it over and over, repeating the parenting and skeleton sections again but to no avail. If any has a solution to this problem it will be greatly appreciated, and even credited in the mod as I don't have the knowledge to fix this, yet at least, so for now the mod is basically dead in the water. So, once again, any help will be appreciated. Thanks.
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Can't compress a texture with good quality
SGTbayk47 replied to SGTbayk47's topic in Fallout New Vegas's Discussion
Ok, here are the images. I've included the DDS with the error, a working example of a JPEG, the base DDS I used and the GIMP file used to edit it. In case the problem comes from one of those, I really have no idea haha Hopefully you can find the problem :D PS. If anyone else would like to try and find the problem please feel free, it will be much appreciated :P -
First off, I'm not sure if texture issues should be posted here, but it's for a mod so I don't see why not. Anyway, I was making a texture for my mod, a coloured vault boy image. In Paint.net and GIMP it shows up fine, however when I export it as a DDS the texture loses quality. Most notably boxes of grey and other colours appear around the image. This happens no matter what I set the compression setting to, BC3/DXT5 for example. Is this a thing that always happens? Or could another (free) software do the trick. Any help will be appreciated :smile:
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Hi all, I am planning on making a mod that includes a new worldspace, however I am having trouble making one. It is on the New Vegas GECK and I can't find any good tutorials for creating one. As of now I know how to make a new one, and can probably cope with default settings, there is just one problem. There is a black layer above the ground level in my worldspace that I cant see through which makes landscaping/building a real pain. If anyone knows what causes this it will be greatly appreciated. Thanks
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Hi, I am wondering what the difference between the AND and OR tags for conditions. Neither one seemed to make a difference for me. For example, I have a dialogue topic that only shows up when the stage of a quest is less than 25, but I also want to add a condition to make it not show up when the stage is 30. I added the condition, Getstage Quest != 30, but nothing happened. I tried the condition set to both AND and OR but that didn't seem to make a difference either. Any answers will be appreciated.
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Hi all, I am making conditions for some dialogue and was wondering what the '!=' parameter does? Does it mean it shows up if it ISN'T the value selected? For example does 'GetStage QuestID != 35' mean it will show up if the stage isn't 35. Any answers will be appreciated.
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Whilst trying to make a door only open with a switch I encountered a problem, it doesn't open. The door has a script to show the message, which works, it also has the electrical switch set as an activate parent, which works as well. The problem occurs when pressing the switch, instead of opening the door it just displays the message in the top corner as if I have activated the door. Also the switch is a duplicated version of the original with my own ID and the shelf door is from the Speedy Resources mod. Screenshot of script and door message below. Any help will be greatly appreciated :D
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Hi all, So whilst I was working on a small portion of my mod I encountered an AI problem. What happens is the NPC is enabled, comes to speak to you and attemps to kill you. Then if the player can persuade him not to he switches AI packages to go and sit down. Now this is all well and good in the GECK. The packages all switch properly. The problem comes with what the NPC is actually doing ingame. Ingame, instead of sitting in the designated chair the NPC will get up and go to the spot he was placed when initially disabled. I know the sit package is active and the correct chair is chosen because after waiting the NPC teleports to, and sits in, his chair but then just gets up and walks away. If anyone knows the source of the problem and a solution it will be greatly appreciated :D Thanks
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.Enable isn't working in scripts?
SGTbayk47 replied to SGTbayk47's topic in Fallout New Vegas's Discussion
While I'm at it I've encountered another small problem, I think it is caused by the NPC being initially disabled. I fully set up the dialogue and conditions for the packages and got them to switch over, but the NPC doesn't sit in the designated chair. The package is set up correctly, I know because I double checked in the GECK and when you wait in-game the NPC teleports to and sits in the chair. But after this he gets up and walks back to his position where he was disabled and just stands there. Any ideas? -
.Enable isn't working in scripts?
SGTbayk47 replied to SGTbayk47's topic in Fallout New Vegas's Discussion
Thanks, That was a lot simpler than I thought it would be. -
Hi, Whilst working on my mod I encountered a problem with one of my scripts. I know it tells me that .enable is an unknown command and I can't find if it is different in New Vegas anywhere. I was sure that you can use .enable. Any help will be greatly appreciated :D PS - I think this is where I should post this, if not let me know. EDIT: I found another problem regarding AI Packages. My NPC, once enabled, comes upto the player and engages in dialogue. After dialogue, if you persuaded him not to kill you he is meant to switch packages. This is where the problem comes in. The NPC DOES switch packages however he doesn't execute them properly. He is meant to sit in a chair but instead stands in the spot that he was in when initially disabled. I know the package changed because if you wait he teleports to and sits in the chair, only to get up and walk back to his spot again. Hopefully you can understand my problem from this paragraph :) Once again help will be much appreciated :D