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Everything posted by amokrun1
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How to manipulate teleport markers
amokrun1 replied to amokrun1's topic in Fallout New Vegas's GECK and Modders
Thanks! I've been wondering how to do this for so long. -
How do you fine-tune the position of a teleport marker? It is clear how to move them with the mouse but sometimes I want to be more precise with their angle, like when you edit a reference and can work with the X Y Z numeric values.
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(FNV) 9mm SMG texture appears broken.
amokrun1 replied to ArthurNOnymous's topic in Fallout New Vegas's Discussion
This has happened quite often to me. Not sure how involved you want to get but the fastest way to find the problem for me(if there are no visible conflicts to rule out first) is to open the gun's mesh in Nifskope and see where the textures are being mapped to in the nif file. It's kind of a pain at first when you haven't used Nifskope before but once you get acclimated with it, it will resolve this type of issue every time, or at least point you to the source of the problem. If you want to take the plunge, I can go into more detail on what to specifically look for in Nifskope. Also, use MO2 if you're not already, conflicts are very easy to see with it and sometimes completely rids the need of Nifskope for the fix. -
I have quite a few armor mods in my list but many of them the mod authors didn't create world models for, so I'd like to learn to do it myself. Trouble is I cannot seem to find a good tutorial on the subject. I found Kabyidon2's vid about it and though it was helpful in some manner, but I was unable to produce the desired result. I have also downloaded Bits of Nifskopery and upon a cursory perusing could not find what I needed. I will go through it more thoroughly when I have time, but I just thought I would post here in case someone had a suggestion on a more readily accessible resource.
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Like the title says, any landscape changes or objects I move around from vanilla don't appear in the game. Actually, not entirely true, there are some changes that stick(like changing cells and loading doors, for example), but landscape in particular doesn't. What do I need to do for the changes to appear? EDIT: Seems it has to do with whether the changes are in an esm or esp, with the latter representing the changes accurately. So I will modify my question: why do the changes manifest through an esp and not an esm?
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Disable controls flag for ingestibles?
amokrun1 replied to amokrun1's topic in Fallout New Vegas's GECK and Modders
This is great! Thank you very much. -
I'd like to implement a temporary effect that disables the use of any ingestibles. I found the flags for disabling the pipboy interface, so that's covered, but I was wondering how I can disable the hotkeyed items from being used. There doesn't seem to be a flag for that. To be clearer, the PC will enter a temporary power state where they only have their fists and cannot access any weapons, chems, etc., even ones that have been hotkeyed prior. Is this possible?
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Can NPCs make use of 4 tag skills?
amokrun1 replied to amokrun1's topic in Fallout New Vegas's GECK and Modders
I should point out I am doing my class editing through xedit, which is where the tags are enumerated #0, 1, 2, 3. Maybe not the same in the GECK, I haven't checked. -
As the title suggests. Just wondering because there is an option for four tag skills when editing the class records. Does the game make use of four if you select four?
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There is a long-standing issue with EVE that I would like to fix, where some light FX don't carry over from one weapon to another. Specifically, when applying a mod that adds extra diodes to the Q-35, the diodes appear but there is no glowing green light. The same effect is applied to the standard plasma rifle with no problem(diodes glow). I've had a look at the nifs in Nifskope and from what I can see both meshes seem correct. But my Nifskope knowledge is quite limited so there may be something I am not noticing. Or do I even need to be looking in Nifskope in the first place? I've been following the info in https://www.nexusmods.com/newvegas/mods/76374. Made sure to compare the pertinent settings and they seem to be identical, though no glow persists in one of them.
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Thanks for the reply! I've given it a cursory look and will delve deeper when I have more time. Looks promising, thanks!
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I am trying to fix an armor texture that has the excessive shine to it. I know it has something to do with the alpha settings but I suppose there is no way of editing this in the GECK(is there?). Does anyone know how to do it in something like GIMP? I open the n.dds files of male and female(female has no shine, male has shine). The male is quite opaque while the female isn't, so I imagine I need to get the male to do what the female is doing. Been trying for the past hour and cannot figure out how. Haven't been able to find a tutorial that covers it either. Any helpful suggestions would be greatly appreciated.
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Need help with I *think* a pretty basic script
amokrun1 replied to amokrun1's topic in Fallout New Vegas's GECK and Modders
Ah I see, thanks for the explanation. So it worked! I didn't use your script exclusively, what I did was go into the mod's scripts, found the right one, then injected some of yours into it. Worked like a charm! Thanks so much for this, it makes the mod fit with vanilla so much better. -
Need help with I *think* a pretty basic script
amokrun1 replied to amokrun1's topic in Fallout New Vegas's GECK and Modders
Thanks so much! I'll try the less invasive approach of the scriptrunner first. Just a question, what does end) 1 1027 mean? -
Need help with I *think* a pretty basic script
amokrun1 replied to amokrun1's topic in Fallout New Vegas's GECK and Modders
Greetings again. Does this script go in a config folder or in the plugin? I tried inserting into the already-done plugin script because something I forgot to mention, the mod has a customizable option to set how often the trait menu appears. Ideally I want it set to appear every fifteen level-ups. -
It seems to happen in Cottonwood Cove but it may not be limited to that place. If I go there and begin to shoot the place up, some NPCs don't attack, they just freeze. They are hostile and bark the usual things when attacking but they stand totally still. Others do a kind of shuffling dance in place like they're caught in some kind of loop. I'd like to fix this but don't really know where to look, can anyone suggest something? Quite a bit of mods add to this area but I don't think its a navmesh issue as other attacking NPCs navigate the area just fine.
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Need help with I *think* a pretty basic script
amokrun1 replied to amokrun1's topic in Fallout New Vegas's GECK and Modders
Thanks! I will give it a whirl and let you know how it goes. -
Greetings. So I am using something that grants a trait on level-up and it works fine except for one minor detail. The trait menu appears after you have selected a perk. Works fine unless you take Intense Training, which prompts the SPECIAL menu upon selection. What happens here is that the SPECIAL menu is superimposed by the trait menu and looks quite unsightly, like a bug tbh. Don't get me wrong, functionality is there, you can select the trait, which will close the trait menu and allow you to make your SPECIAL selection. But I would like to make it so the trait menu only appears after all other menus have been concluded. Maybe a kind of scripted condition, but I have no idea how to go about this. Can anybody offer some relevant scripting wisdom to me in this regard? It would be greatly appreciated.
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How exactly does flagging a plugin as a master affect the navmesh? I've read countless comments on how it is necessary practice but I would like to understand why. I am currently working on a mod where NPCs need to return home, and they obey their packages fine and do so UNTIL I flag the plugin as ESM. Then when the package is supposed to send them home, they stop and never move from their spot. Reverting the plugin unflagged corrects it.
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Ok so now I would like to know what effect flagging the plugin as as ESM has on the navmesh. Because that's what is causing the issue. Flagged ESM, NPCs don't move. Revert back to unflagged, they behave as intended.
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I am working on a pretty major overhaul of Megaton, with many added NPCs and homes for them. I made packages for each one to have them do a 4-hour patrol, then to go back to their place to eat and then sleep. Early testing was promising, with the tested NPCs performing as I wanted, so I went ahead and did the same package scheme for the remaining NPCs. But when I test it out now, for some reason the NPCs don't return home. Say the package has them returning home at 12, once the time reaches 12 they just stand in place wherever they are and stay there indefinitely. Is there something else I need to consider? I modelled the packages after vanilla NPCs that have the same kind of routine. Does having a large number of packages(which my mod does)have any effect of weird behavior like this? Also, something else I don't understand, all of my NPCs are placed in their homes, but some spawn right down by the bomb. Even if I arrive at Megaton at a time where their package dictates they should be in their home cell, they always spawn at the bomb and never move from there. Again, something else I am overlooking? I have gone over the navmeshes, it seems fine, each door has a green triangle(though some have a blue one, not sure what that means), doors are not looked, ownership is correct. Any advice would be greatly appreciated, I am at my wit's end.
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Thank you, yes I hope that feature returns as well.
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Greetings, I would like to know how to contact the author of a mod to ask permission for uploading a fixed version of their mod. I have done so before, but the last time I did so I was able to simply go to their profile and send them a message. I cannot seem to do that anymore, as far as I can tell. Thank you.
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Super basic question, but why is it when I try to place vertices, they are shaded black and don't do anything? I tried it in other cells and it works fine(green shade, able to navmesh), but in this one particular interior they don't work. Is there some setting I need to make?