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Polyfemus

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Everything posted by Polyfemus

  1. Could you tell me what export sound settings, file formats, etc you used to get it to work? I'd love to know for later on. I'm glad it worked out!
  2. I'm not sure if this'll help either since I haven't done much sound file stuff but could the Skyrim Audio Convertor tool help? I've seen it used for some NV mods but I'm not sure what file formats or settings are required. You'll find the tool in the Skyrim Nexus after a quick web search.
  3. I have no idea but I do have a possible workaround. When in-game use the console and click on your NPC target then type "openteammatecontainer 1". This will open their inventory and allow you to place items for them to equip.
  4. Actually for a while I've had the thought of a community dungeon compilation project. In this project various mod makers would make one dungeon level filled with bad guys to kill and as you keep going down you are sent to other dungeons made by other people. The only thing is making the quality consistent but with a good project lead that would be no problem. So like one mod maker would make a "dungeon" where you have to kill a bunch of Tron-like enemies and another would be something random as well and etc. I'm finding that I don't have the time to make big mods but I might be able to make a dungeon for a project like this. I can do simple 3d modelling and texturing as well.
  5. I must admit I'm confused with how you guys retextured the texture file. But if I had to guess sis you guys do like a pattern fill function in Gimp or Photoshop? Because if so I remember I did also try to do retextures like that but it doesn't work out because the pattern fill function only works optimally on blank surfaces. Because the function works like a recolor layer on top of the surface and doing it on this surface will make it attempt to recolor the texture with pattern treatin the pattern as a color. I hope that made sense But if that's not what you guys are doing then please explain hiw you guys are rexturing. It seems like you guys aren't overlaying the old texture with your new patterns then flattening the image.
  6. This looks incredible and I'd love to start playing it when I cAn!
  7. I have a suggestion if you'd like. It's not as a robust role playing gaming experience as you had in mind but I was thinking you could try combining the Real Time Settler mod and say Prove Your Worth for a kinda Walking Dead experience vs hordes. The only problem is that Prove Your Worth spawns a lot of ghouls so FPS will take a hit and crashes are to be expected. Just throwing this out there.
  8. I have no experience with weapon modelling so I don't have much to say on that front unfortunetly. But as far as 3ds max exporting nifs go I do have this tutorial I can point to that helped me out. There is a picture where he shows the proper export settings for various model types. Link: http://wiki.tesnexus.com/index.php/3ds_Max_armor_to_Fallout_New_Vegas But no I'm afriad I've no idea why your exporting is crashing. All I can suppose is that the model has some glitches or something? Sorry this isn't very helpful.
  9. You may want to look into this script function called startcombat. Link: http://geck.bethsoft.com/index.php?title=StartCombat
  10. Hey guys. I can't seem to endorse files at least for the New Vegas nexus. I've downloaded the file multiple times actually but am unable to give an endorsement because the website doesn't detect that I downloaded the file.
  11. Your mods are in my opinion the best quest mods for New Vegas. They are coded very well and fit in perfectly with a vanilla and modded playthrough. In a lot of ways your mods have been an inspiration for me to learn the GECK and modding in general. Whatever's next for you I wish you the very best.
  12. Well that's awesome! Thank you so much jazzisparis. You've helped me many times now I greatly appreciate it!
  13. I admit when I first read your comment I didn't know what you were talking about. However what you said made some sense so I started comparing the string values in my .nif with the string values in the vanilla .nif. And then I changed a particular value and now it works! In my particular case in my NiMaterialProperty under my NiTriStrips there was a numerical value listed as BookGeneric01 [11] while in the vanilla .nif the same value is -1. So I just changed my number to the same value as the vanilla then it worked! Here I've made a pictoral guide of what I'm talking about. http://i.imgur.com/Ab51wml.png http://i.imgur.com/WPK5XyS.png I hope this helps someone else down the line. But I still have one last question. It seems the only solution that works for me is to use the collision mesh of an existing vanila object. Could I customize the shape of this vanilla collision mesh in my 3d modelling program by manipulating the vertices of the collision geometry, then export that .nif with the tweaked collision geometry and then use this NiTriStrips block copy+paste strategy to get a better collision mesh?
  14. I've made some pictures to illustrate my situation. But just to clear things the bhkColProxy isn't the collision geometry. It's object used by the 3ds max Nif plugin to create the collision geometry. Here I've made a picture to show here's the link: http://i.imgur.com/WBAiMyU.png As the first picture shows all the bhkCollProxy settings I've tried seems to give me either a collision that makes the object float in the air (interacts like a pickupable static object, cannot pass through the object), or makes the object fall right through the floor. So I've then tried to use a vanilla mesh's collision geometry for my gingerbread man model. However I can't get that to work. Here's a picture to illustrate (ignore the capsule collision geometry of my custom model): http://i.imgur.com/72VWKOP.png As the picture shows when I try to use the collision data of an existing vanilla object (in this case a generic book) when I try to use the .nif in the GECK or even try to view it with the GECK object preview it crashes. I might have a theory for why this happens? When I import my NiTriStrips data of my custom model to the vanilla model, the gingerbread man goes beyond the collision mesh bounds. As this picture shows: http://i.imgur.com/D0IHuH6.png Could this be what is making it crash? Is the solution then simply for me to reduce the size of my model to fit the collision bounds?
  15. I've spent hours trying to figure it out. I've looked online but I haven't found a solution that works for me. It's possible that maybe my nif export settings in 3ds max is incorrect or something I don't know. The collisions I create for my custom meshes simply do not work. Either the object floats in the air and behaves like a static object or they fall down through the floor! I first tried to make the bhkColProxy with the Packed Strips Shape property. When I inspected the .nif in nifskope I noticed it had no Havok material data thus it behaved like an imovable static. Then I started experimenting with the other bhkColProxy bounding volume properties. I've tried Axis Alligned Box, Strips Shape, Convex Shape in seperate trials. In each trial I inspected the .nif in nifskope to see if there is a Havok material data and there is! However when I run a Havok simulation either in the GECK or in-game the object falls through the floor. I've experimented with various other settings like mass number, Rigid Body layer, but it still phases through the floor. It seems like with 3ds max the only way to have a moveable object collision for my objects is to use an existing collision data from vanilla assets. Otherwise my custom static collisions work no problem. But there's gotta be a way right? Any replies would be greatly appreciated.
  16. Can't help you out the way you want but I can give you this link to a great tutorial that TrickyVein wrote to creating heightmaps for worldspaces: http://forums.nexusmods.com/index.php?/topic/517230-tutorial-converting-a-dem-to-a-heightmap/ I really hope this project works out. Sorry I can't help cause I've got 2 mod projects and IRL stuff.
  17. That Obscurum mod looks incredibly awesome. If nothing else thanks for bringing that mod to my attention!
  18. This project looks like its got a lot of promise! Are those custom textures on the room floor and walls? It just looks that way. Either case this looks great! Also regarding the lip synch files, the GECK's generate lip synch file function does not work to my understanding. From what I've read other New Vegas modders use either Oblivion or Skyrim's Construction set to generate the lip synch file. Anyways I can't wait to see this project come to fruition and I hope you the best.
  19. I've already commented here a couple times but once again all I can say is this is really cool stuff! The quality of the models and speed you're pumping this stuff is really amazing. Maybe sometime in the future I can help you out with this project. I'm good with the GECK stuff like scripting, etc. I have very very noob-level skill in 3d modeling and texturing. I can't help right now cause I'm just totally busy with other stuff but if you ever put out a request for a set of skills I have I might be able to lend a hand then.
  20. Welp I guess I've got it working now. The problem was a seperate issue unrelated to this script. Case closed.
  21. My script is attached to a cubic activator. It's supposed to be triggered when the player enters the bound box but for whatever reason it doesn't seem to work. Which is to say that it successfully compiles but in-game doesn't seem to register. Here's the code: scn aCQ1DE1SCRIPT begin ontriggerenter player if (aCQ1Var.de5 == 0) set aCQ1Var.de5 to 1 endif end As I've said the code compiles but it fails to react to the player in-game when I'm inside the cubic activator. Just to give a little context the variable "de5" is attached to a quest called "aCQ1Var". This variable is initiatlized at 0. That should be all the relevent info. But here's some random other information that may or may not be the problem: - My cubic activator is set as a persistent reference. - My cubic activator has a reference name. I think that's all the info I've got but if anyone wants more background surrounding my scripts I'll be more than happy to provide the contexts if that helps in anyway.
  22. Yeah it's for sure possible. It's just that free 3d models online are usually not made 100% right. Sometimes they'll have glitches, or are very poorly optimized. So it's might not be as simple as simply converting. Some additional work will have to be done but it shouldn't be hard assuming there aren't a lot of weird model glitches. Unfortunetely I don't have the time to help but I wish you the best of luck.
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