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uhmattbravo

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Everything posted by uhmattbravo

  1. On theory, you could add a variable somewhere (like make a quest that just declares that variable) and just add it as a condition on those dialogue entries. Since you added the variable yourself, all you need to do is not ever set it so that the conditions on those dialogues would be true, and they'll never trigger.
  2. You're forcing a package right as the idle is supposed to play. You need something to give the idle time to play. I don't know if IsAnimPlaying will work right on an idle, but haven't tested it or anything, so you may need to use a timer.
  3. Scripting the corpse to trigger the animation should be relatively simple: Begin OnActivate If isActionRef (actor's RefID here) == 1 PlayIdle (idle's editor ID) Else Activate Endif End I'm not sure how to prevent it from looping if it is, because I've been having pretty much the opposite problem: For the life of me, I can't get idles I made to loop at all.
  4. Would using playIdle in an OnActivate block on the corpse work? You could use IsActionRef to check for the actor you're trying to have react to it. It's hard to tell what's causing the parts not to trigger in a complex scene like that.
  5. http://geck.bethsoft.com/index.php?title=PlayIdle That can probably explain it better than I can
  6. Does the NPC have a script attached to it that declares a variable named status? Edit: and change the RefID to something without numbers.
  7. Start by switching the game mode block to MenuMode. Does the script you copied use a GameMode block for that? I've used menuMode for all my message boxes. Also, it'd be wise to add a cancel or 'do nothing' button if there's a skill check to fix it. Otherwise, the player could be stuck in the menu if they don't meet the requirement.
  8. My first guess would be that you need to specify where the declared variables are coming from: Set myquestID.GangerCount to player.getItemCount SBPGFinger
  9. In the least, you could put conditions on the recipe so it only shows up if you have the ingredients, but it'll actually be two different recipes, and if you have ingredients for 2, they'll both show up. Not sure it's possible to have just one recipe that allows for substitutions though, but it'd be something I wouldn't mind being proved wrong on.
  10. If you're using a vanilla icon, you need to extract it from the (textures) .bsa and put it into your Data folder, preserving the existing folder structure. After you've selected it in GECK, you can delete the .dds file from your data folder and the game will read it from the .bsa. You'll need some kind of tool to extract it, I use the .bsa utility included in FOMM
  11. It's really easy. Just open a mirelurk, click the body, expand the block on the block list, find BSShaderPPLighting (or whatever it actually is), click on it, go to the block details, expand the block with the little purple flower thing, and right click the top texture select choose texture, change it to your new one, and save it as a new file.
  12. The hardest part of that will be altering the texture. Since creatures can't use texture sets, you'll have to change the texture in nifskope and save it with a new name in the same folder as the skeleton. From there open a mirelurk in GECK, change both names and whatever stats, go to the tab that says model, untick the current model and tick your new one. Save as a new base object.
  13. Just at a glance, it sounds like you might've just picked the wrong attackloop animation. I'm not 100% sure the 2 hand rifle category actually has an attackloop of it's own. Most (if not all) vanilla automatic rifles use the 2 hand automatic category.
  14. All you'd need to do is change: if Timer > 5 To if Timer > 3
  15. Technically, it's the player and 1 creature for the cars and I'm not really using havok other than what's normally used on any creature, for the car. The player is constantly being moved to the driver's seat with the SetPos function, so the player pretty much ignores the physics engine entirely. I have tried shrinking the player, but it doesn't make nearly enough difference on the trucks to justify the fact that doing it that way costs the use of the pip boy like it did on the Flea. If I could raise and lower the player with the front end though, then they'd be able to see past the dashboard going uphill in a way that's just slightly more noticeable than on the pickup and deathcar which have the driver's seat much closer to the center. I'll play around a bit more with it to that end, and if I still can't get it, I'll either try requesting the new functions (if they're even possible) from JIP or just set the player's position to basically make a chase cam.
  16. So far, the flea is the only one that shrinks the player because it otherwise would have the player standing partially in the ground trying to force themself back up. But otherwise, pretty much.
  17. I think I know what you guys are saying, and I planned to do something similar, (except the visible mesh will be an activator) for some aircraft so that they tilt with the player's view angle, and probably boats for different reasons. The problem I'm having, and correct me if I'm wrong, sounds to be the opposite of what you seem to be describing, Dubious. See, the player's already restrained in one spot relative to the car, but since the vehicle can tilt and the player can't it's more like the player automatically overcompensates and leans forward when going uphill, and backward going down. I could live with that, but without being able to detect the vehicle's pitch, as it leans back, for example, and the front end rises, the player doesn't, so if I had those angles (or at least one) I could raise and lower the player with it (and maybe a little forward and back to keep the player's view in one spot in relation to the vehicle like you're describing.
  18. I was thinking of doing something similar to that for these things: http://fallout.wikia.com/wiki/Caravan_(vehicle) But by big trucks, I mean like flatbeds and the other shipping truck I used in Traffic.
  19. To see the tilt issue and why I want those angles, get a flea and drive it down a very steep hill. You'll see your view clip through the roof. Or, drive it up a steep hill and try to see the road over the hood. On the big trucks, you're even further from the center so going up hills, the dash takes up the player's full view and it's nearly impossible to steer. Yeah, sometimes they hover a little. If it's a lot, it may be on your end, but the markers they spawn at when you buy them is a little off the ground, so they should sort of drop a little when you first buy one.
  20. In Blender, import the skeleton you want and then import the mesh you want attached to it, select the mesh (all of them if it's multiple pieces), then shift+select the skeleton. Press Ctrl+P, click name groups (once for each piece). Select the skeleton and switch to pose mode. Select the bone then select the mesh (or a piece of it if it has multiple) then switch to weight painting. If it's rigid and only needs to move with one bone, paint a little bit of it then press N and click 'clear', then go to the drop down that says paint and select invert selection it should all be red. Go back to object mode. Repeat for all parts. Select the skeleton and make sure it's in object mode. Press A twice so everything is pink. Export. I can never remember the correct export settings for armor, but a Google image search for them usually steers me in the right direction.
  21. https://www.nexusmods.com/newvegas/mods/63890/? The problem is most noticeable driving the Flea up and down hills. I cut the big trucks for now because it's absolutely unbearable on them.
  22. Rigging doesn't necessarily move the center, but in that case, I moved where it sits in relation to the center and re-rigged it in the new position. Basically I have it turning based on the creature's center, and the flags make the creature tilt on it's own center, but the player doesn't sit at the creature's center when driving. In theory, I could use projectile nodes and invisible explosions to check their positions, but that's a lot of additional scripting which could potentially cause stuttering. Right now, I have a passable enough build in spite of the few issues i had to compromise on and hopefully, I'll have a sort of light version to tide me over for a playthrough before I go too crazy expanding the concept and implementation done and uploaded in a day or two and you can get a better idea of what I'm talking about if you're still curious.
  23. "Would it be possible for a seat node to be the new center for where to offset the actor ?" In some cases. I intend to re-rig and animate the flea in this manner, but with big trucks, it made them look funny when turning and made the collision (on the skeleton) crap out. The latter of which is an issue I've been having with wider creatures for a while, but it looks like it may be caused by too much length from center as well.
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