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uhmattbravo

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Everything posted by uhmattbravo

  1. Mabe. https://geckwiki.com/index.php?title=ToggleCreatureModel I glanced through that a while ago, but haven't gotten around to experimenting with it yet. If my suspicions are correct, you might theoretically be able to activate the parts you need in GECK, then switch them on and off with that through a script. Note that the function is a part of JIP Ln, so you'd need that to try it: https://www.nexusmods.com/newvegas/mods/58277 Again, I haven't tried it, but that seems to be the best place to start.
  2. Yeah, I think you may be right. I did alot of searching before I posted the question that seemed to imply it might not be possible, but I was hoping it'd be something simple I was overlooking because the terminal would've looked better and otherwise made more sense for what I want to do in this case. It's not a big deal though. I can still get it done with the messages. I'm not exactly new to working with GECK, so i'm used to needing convoluted solutions to do simple things. Thanks for responding.
  3. Hey MkT. Good to see you're still around. But nah, I know it's going to be a bunch of terminals for different options, but the question is how to display the value of a variable on the text for it. With messages, you have to declare the variables in the script that pops the message up, then just use %0f (or whatever in different circumstances) and it shows the value instead. I can use messages as a menu type thing when you activate the terminal, but if I can, i'd very much prefer to use the terminal's interface.
  4. So I want to use a terminal form (technically several) to manage integers stored in variables in a quest script. Is it actually possible to display the values for the variables on the terminal's welcome text And if so, how would I go about doing so? Or am I stuck using message forms as a menu?
  5. not sure how similar they are, but gamers nexus did a review of a lower end Dell G5 that might be worth looking into before you buy.
  6. So for some reason, setting the resolution to 1440p limits my framerate to 48fps. I tried setting present interval to 0, and it gives me a few hundred fps, but my controller keeps disconnecting and the input from it gets ridiculously fast, so even using the main menu becomes a chore. I tried setting it to 1080p and I get the full 144 fps my monitor can handle, and can presumably limit my framerate with "Radeon chill", but if i can, i'd prefer to get the 60fps at 1440p that my system is capable of. Is there a hard fps limit for 1440p in the game or something? Anyone have any ideas? Thanks in advance.
  7. Hi. I recently got the urge to replay Morrowind, but i've run into a problem. I can save the game if I try within the first few minutes of playing, but after a little while, clicking save on the pause menu guarantees a freeze then CTD. Does anyone have any ideas what I can do about this? I'd really like to get into a good playthrough without having to keep redoing stuff just because I tried to save. I'm running the steam GOTY version with better bodies, Better clothes, better robes, better Morrowind armor, better heads, THE facepack compilation (non replacer), MCA, better signposts, Morrowind crafting, MCP, and MGE XE on a ryzen 3900x/ Rx5700xt system with 16Gb of ram and a pci-e 3.0 nvme ssd with windows 10 if any of that helps. Even tried running it in win 7 and XP compatibility modes, but neither helped. Also, I'd rather not deal with OpenMW because i'm not thrilled with the fact that it consistently keeps my CPU temp up around 60C and as high as 67C which is the hottest i've ever seen it get. Any help would be greatly appreciated, and if I manage to get it running stable enough for an enjoyable playthrough, it's very likely i'll end up making some (arguably) cool stuff for it to share.
  8. I like the idea, but in my own experience, I find that if i'm working on trying to realize an idea, I tend to be more focused on getting it done than documenting my progress. Sure, occasionally i'll spot someone mentioning something and be like, 'hey I tried that a while back and couldn't make it work that way, but this worked', but to take a break from figuring out how to solve whatever problem to document what's going on is pretty far out of my mind when i'm just trying to get it done.
  9. I get what you're saying, I'm not especially fond of overwriting vanilla stuff as opposed to leaving it be and bypassing it with a replacement either, but even if setting up a completely independent system for it, it's still nice to have a reference to start from in some cases.
  10. IIRC, the healing service dialogues are handled by a quest, so the actual medical dialogue is under that quest rather than the NPCs themselves. I think it has the word doctors in the name.... It's been a while since I've tinkered with the game itself at all though, so my memory may be a bit fuzzy.
  11. In most cases, you can probably get away with changing the 'SpeedMult' value on the base object. If it constantly moves at the same speed, (like if it's always just whatever percentage faster than other variants) this is usually the easiest method and will probably be sufficient. One caveat though, is that you don't want to up the speed by too much using this method or it can potentially behave a bit oddly. If it really needs to be excessively fast, you're probably better off making a copy of the creature's folder and modifying the animations directly in Blender (or whatever other 3d program), but unless you have prior experience, this will be pretty difficult and time consuming.
  12. I never really looked into how they work, but there's a perk in fallout 3 you get from one of Moira's missions that heals limbs (IIRC over time) if you're irradiated. I remember it healing more quickly than I suspect you're looking for, but I would assume that it's probably in your best interest to start by looking into that.
  13. RobCo Certified has perks that add items. It could be worth looking at. Otherwise, it could potentially be as simple as something like: Short DoOnce Begin GameMode If DoOnce == 0 If Player.HasPerk BigBrained == 1 Player.additem Brainhat 1 Player.equipitem Brainhat 1 Stopquest BrainhatQuest Set DoOnce to 1 Endif Endif End ...in a quest script attatched to a quest (named BrainhatQuest in this example) with start game enabled checked.
  14. That explains it. I don't use Mission Mojave, but I always play hardcore mode, and never had any needs freeze at that specific number. I remember noticing at one point that entering Zion Canyon for the first time basically shut off the sleep need, but just sleeping once set it going again.... that annoyed me enough, bet locking it at a preset amount would be much worse. Anyway, glad you figured it out.
  15. Doesn't JIP_LN fix this at the source of the problem?: "bGameDaysPassedFix - Fixes an engine bug where the 'GameDaysPassed' and 'GameHour' global timers would "freeze" and stop increasing in game real-time (they would only increase when sleeping, waiting or fast traveling). This issue directly affected hardcore needs build-up, which would also freeze in game real-time." .....or is this something entirely separate that you've stumbled across?
  16. I would think that in that situation, it may help a bit. They seemed pretty paranoid at the door IIRC, but if they saw someone in a suit from another vault and they seemed green enough, it could potentially garner some sympathy.... showing up in one of their suits on the first visit could be a really bad idea though because it could easily imply that you killed one of their people for the suit, which i'm sure wouldn't go over very well.
  17. This. Walking around the wasteland in a vault suit is pretty much announcing that you're new, easily taken advantage of, and potentially in possession of expensive technology. The only real way for it to make sense to extend it's use would be to have the player spend more time in an active vault, where looking like a wastelander would potentially be something that would make the locals less trusting of you.
  18. I'm pretty sure you're calling on Cass's base form instead of her reference. The script will need her refID. You should also look into GECK powerup. I don't have a link offhand, but it's on Nexus somewhere and among other things will give you reasons why if a script fails to compile. Edit - Actually,look into GECK extender: https://www.nexusmods.com/newvegas/mods/64888 It's newer and better than GECK power up. I forgot that i switched over to it myself.
  19. Oblivion had unlock as a predefined spell effect. I don't think it's still present in FNV, but with a script effect spell, you can check quite a few things about a reference and you could most likely make a workaround that way to do what you're looking to do.
  20. To see collision in Nifskope, go to options -> settings -> render and check the box that says show collision. While I do have the same version of Nifskope as you that I use for Skyrim and Fallout 4, I primarily use an older version for Fallout 3 and New Vegas: 1.1.3, and it gave me some errors opening your mainframe02. The thing I noticed though, is that the collision actually works really well on both meshes. I dipped down as I walked across and dropped milk bottles on them and they fell right in the dip. Neither one played an animations though. Could be that I forgot to check a box or something or that it's supposed to be done by script though, but again, I did get errors when opening the one in a version of Nifskope that I find to be better suited for working with this specific game.
  21. For a Static (or Activator) you can pretty much get away with just copying the whole mesh, setting the drawtype to wireframe, then adding collision properties and it'll work. It's not always the best for performance though. My first thought is that mabe you have the drawtype set as bounds rather than wireframe? Does the shape look right when you open it in Nifskope?
  22. For alot of stuff in Blender, you need to go over the mesh and fix things (like shader flags especially) in Nifskope. I have no experience with 3DS Max, so I don't know if working with it involves a similar process, and most of my experience is with creatures and statics rather than clothing, but comparing the shader flags to a working outfit is at least a good starting point.
  23. https://www.nexusmods.com/newvegas/mods/56203 Pix's tutorial on material and texture animation should teach you what you need to do. Edit: at least I think that's pix's guide, but the username is different...
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