Jump to content

Sealurk

Premium Member
  • Posts

    33
  • Joined

  • Last visited

Everything posted by Sealurk

  1. Would anybody be willing and able to make the mesh and texture for a stun gun? I've got the weapon itself to work in my mod thanks to a lot of scripts, effects and playtesting, it's just the art assets I'm missing at the moment - up to now I've been using the Plasma Pistol but this looks out of place and doesn't fit the backstory of the weapon. Like the game's custom/crafted weapons, the Stun Gun is supposed to have been cobbled together from junk and spare parts, so ideally it would have a fairly haphazard look. In gameplay terms it is a melee weapon and needs to be in contact with the target, however to make it work in-game and keep it balanced it has actually been implemented as a one-handed Energy Weapons pistol using Small Energy Cells as ammo. I'm hopeless in Blender and not much better in Nifskope (though I did try to think about trying to assemble a crude version of the weapon using the paint gun, conductors and pilot lights). I'd really appreciate it if somebody could take a stab at making this.
  2. That's brilliant, thanks for working on that.
  3. There are pieces of furniture and idle markers, however the NPCs aren't using either if that's significant - they generally just stand around doing very little (which possibly says volumes about the quality of my navmeshing in the first place). I will definitely try modifying those aspects and seeing if it has an effect.
  4. Would somebody with more Nifskope and Blender knowledge than me (i.e. everybody else, particularly in the latter case) be able to create a few more mounted animal head statics like the Brahmin and Molerat ones in Dukov's Place? I'm looking to add them to a house mod I'm working on and specifically I'm looking at Deathclaw, Yao Guai, Ant Queen and maybe an Albino Radscorpion's stinger. I had a quick go at doing it myself a while back but the GECK freaked out so I was obviously doing something very wrong (can't for the life of me remember what).
  5. I'm working on a Megaton house mod, part of which involves being able to access the roof of the building and the amenities there. Since I would like companions to be able to go there as well I've navmeshed it... only to find random Megaton NPCs spawning there. The roof navmesh is entirely disconnected from the main Megaton mesh but obviously exists in the same space - however, so do the navmeshes for Lucas Simm's roof and Stockholm's guard post, and neither of them get unwelcome visitors. I've run pathing tests and let the GECK optimise the navmesh (which has the side effect of working on all of Megaton). Is there something really obvious I've missed, or simply some way I can get the same privacy as Simms and Stockholm while allowing companions to follow me onto the roof, or am I better off just deleting the navmesh?
  6. Just noticed this myself. Changing my notification preferences seems to have wiped out the two that were showing, but nothing new has yet shown (probably because I've disabled notifications about comments on tracked files which were beginning to overwhelm everything else).
  7. So, I've tried various combinations of compatibility modes and running both with and without the Power-Up, with no noticeable difference. In every instance I can go into a perk or ability dialogue box and create the condition I need (GetEquipped, the perk's associated form list, comparison and value) but the condition absolutely will not save. There's nothing but a blank space. Even if I come out of the dialogue box and go back in, which sometimes works in other parts of the GECK, there is no trace of the condition. At this point this tiny little bug is so frustrating I think I am going to save my .esp to a USB stick, unplug my PC, plug my wheezing, ancient XP PC in, edit the condition in the GECK installed on that machine and switch PCs again (unless there's an easier alternative?). Not the end of the world, but inconvenient and annoying.
  8. I already run as admin (no effect), but I can't remember if I patched it to be large address aware. I'll definitely look into that and keep my fingers crossed it works - it's going to be a little tricky modding without being able to use conditions.
  9. I found the GECK to be extremely unstable and unreliable under Windows 8.1 even using compatibility modes (it would crash at the drop of a hat, especially if you had to open a dialogue box of most descriptions) but the GECK Power-Up has made it a much more stable and user friendly application. Since I'm using the FO3 version of the GECK it, as RoyBatterian said, was intended for use under XP. I would guess at this stage from your feedback this is likely to be something to do with my particular system so I'll try a few variations with regards to Power-UP/no Power-Up and various compatibility modes. Since for me at least it's a very easily replicated bug I should be able to tell quickly if its worked or not.
  10. This is starting to give me a headache and after an hour of searching the forum and just Google in general for the answer or even an insight I've given up. Does anybody know why the Fallout 3 version of the GECK (specifically v1.5.0.19 with the GECK Power-UP, running under Windows 8.1) will not save any conditions, at all? A bit more context: as part of my current mod I'm trying to create a perk, one that should be a piece of cake to implement. Quite simply, as long as the character with the perk is wearing a piece of armour or clothing in a specific form list, they get a bonus to a few stats. Nothing overly special or difficult about it - all I need to do is create an ability or perk entry with a condition along the lines of GetEquipped "Insert form list name here" == 1... except the GECK will not allow me to create, modify OR paste any conditions. I've noticed this happening in AI packages as well, not just perks and abilities. Is there a fix or a workaround anybody is aware of, either within the GECK or using another application?
  11. Sorry for the delay in responding. Thanks for the advice Africaisstarving, I've gone down that route and it works well. I was going to look into attributing the deaths caused by the steam/gas to the player for the purpose of generating XP but a little bit of GECKsploration suggests that's far too complex at this stage and I should either grant a one-off XP bonus for using the steam or leave it out altogether.
  12. Yeah I've got it working thanks, seems to be working pretty well. Now I just need to work out how to attribute any deaths caused by the gas to the player so they can collect the XP (and maybe so it shows up in the stats), but I have a few ideas to start with.
  13. Well I succeeded, after a fashion at least - I used an activator based on the gas trap but with a different script. Not perfect, but effective enough and it works on any actor that passes through which was definitely what I needed.
  14. Yeah, I was thinking that too but I'm not entirely sure how to script it since as far as I'm aware DamageActorValue needs to be called on specific references, i.e. "Guard01REF.DamageAV health 10". I might look into attaching an effect if this is possible, or if not an explosion with a PlayExplosion command.
  15. I'm trying to include a feature in a current mod whereby a player can use a specific terminal to open some nearby vents that will discharge superheated steam, toxic gas, cryogenic coolant or something equally nasty that will deal significant damage to any actor in contact with said gas, offered as an alternative to directly engaging several enemies. The problem is I'm not sure how to effectively implement this - should I use a trigger (enabled by the terminal) with an attached script, a flame-like projectile (most likely using the FXSprayJet01 animation in place of the flame if I can get it to work) or something else entirely? Ideally the hazard should work on anything that comes into contact, but I'm not sure how to make this work yet. Any help gratefully appreciated.
  16. Fantastic, it works near perfectly now. I have to tweak the timings and what happens at each stage to get the fully desired effect, but it is consistent, accurate and does what I need it to do. Many thanks! Now all I need to do is get the lights to do the same and make the robot approach the player, but they're much smaller problems.
  17. The TL:DR version of this post is - how do I more precisely control the timing of events in the FO3 GECK? The expanded version is this - in the Fallout 3 GECK I seem to be having some issues timing certain events and actions with scripts and I was wondering if anybody could offer some assistance. Towards the very end of the quest in the mod I'm currently working on (and that is otherwise about 90-95% done) the following sequence of events is supposed to happen: The player selects a specific option on a terminal, which immediately shuts. The player's controls are disabled and a unique Mister Handy robot that has previously been 'unconscious' wakes and heads towards the player (similar to the poem-reading servant bot in the DC townhome - the robot wakes as planned but seems to do nothing else other than dance about on the spot, however this is likely a navmesh or package issue and ultimately isn't important, just annoying) A longer-than-normal fade to black imagespace modifer kicks in simulating anaesthesia. Before the imod finishes and fades from black the player's inventory is emptied into a nearby locker and the player is moved to a marker next to an operating table, simulating waking from surgery. Control is restored to the player and a message pops up informing them a new perk has been added. Optionally I would like to advance the clock a few hours or even a day to simulate a long, complicated surgical process.Now, I can get most or all of these steps to work, but the timings for the above steps appear haphazard or worse, out of order. Similarly, earlier in the same mod I want to grab the player's attention as they walk into a large room by having groups of lights (attached to markers serving as enable parents) come on in sequence in a dramatic fashion, but the timer on that just doesn't seem to work at all. scn BR01QuestScript float timer short doonce begin gamemode if BR01Surgery >= 1 set timer to (timer + getsecondspassed) if timer >= 1 && doonce == 0 disableplayercontrols player.removeallitems BR01PlayerLockerREF 1 1 set BR01MichelangeloREF.state to 1 BR01MichelangeloREF.setunconscious 0 BR01MichelangeloREF.removescriptpackage BR01VaultRobotNotActive BR01MichelangeloREF.addscriptpackage BR01VaultRobotSurgeryTravel BR01MichelangeloREF.evp if timer >= 6 imod BR01FadeToBlackISFX Player.RemoveSpell WithdrawalQuantumNukacola Player.RemoveSpell WithdrawalAlcohol Player.RemoveSpell WithdrawalBuffout Player.RemoveSpell WithdrawalJet Player.RemoveSpell WithdrawalMentats Player.RemoveSpell WithdrawalMorphine Player.RemoveSpell WithdrawalPsycho Player.RestoreAV Health 1000000 Player.RestoreAV perceptioncondition 100 Player.RestoreAV endurancecondition 100 Player.RestoreAV leftattackcondition 100 Player.RestoreAV leftmobilitycondition 100 Player.RestoreAV rightattackcondition 100 Player.RestoreAV rightmobilitycondition 100 player.RestoreAV RadiationRads 1000000 if timer >= 10 player.moveto BR01PlayerWakeMarkerREF player.addperk BR01TotalUpgrade showmessage BR01TotalUpgradeMsg if timer >= 16 rimod BR01FadeToBlackISFX BR01MichelangeloREF.removescriptpackage BR01VaultRobotSurgeryTravel enableplayercontrols set doonce to 1 setstage BR01 200 endif endif endif endif endif end
  18. Your script worked beautifully, so the most crucial part is finally sorted. Many thanks! Now I just have to fix the rest of the mod, but that's fairly easy in comparison.
  19. I'm assuming this is the correct place to ask a quick question (that has probably been answered a hundred times) - I just started a new topic and realised I did so in what is very likely the wrong sub-forum. Is it possible to get the thread moved to the correct one (from Fallout 3 Mod Talk to Fallout Mod Authors) or is it okay to create a duplicate in the correct forum? Don't want to look like I'm spamming the place trying to get a reply.
  20. Hey everybody, hoping you can help me with a frustrating problem I'm having with the mod I'm currently building. I've been trying for some time now to make this work and after a dozen different attempts I have to admit I'm stumped. Basically what I'm trying to achieve is this: after the player has activated a set number of unique safes within the mod, a door unlocks and opens. The player must be free to open the safes in any order, as many times as they wish and generally do what they like as long as each safe is activated at least once - the player must not be able to open the door by repeatedly opening just one safe. Additionally, this is probably not going to be done in one visit (would defeat the point of the mod, but I won't preclude this possibility either) but rather over the course of the game, or at least a substantial span of time. In fairness, scripting really does not come naturally to me, but I have tried everything I can think of so far. I would guess a quest would be useful, and I've toyed with a global variable. If anybody can offer any kind of help or assistance I would be hugely grateful as I'm otherwise quite happy with how the mod has turned out and I'd hate to have to abandon it because the most critical part doesn't work!
  21. I haven't used the Nexus sites nearly as much as I had intended to (I'm still running a computer that's just barely beyond having a boiler and a need for coal to make it go) but they have made a difference to me. That's why I bought a one year membership, so I can do my little bit to keep contributing year after year. Knowing you're putting this much time, thought and effort into it and actively avoiding 'selling out' even to keep things going just confirms why so many people view the Nexus as one of the finest modding sites anywhere on the net.
  22. I've got a small number of mods up on the FO3 Nexus, and I'm running into a few problems. Firstly, I've pretty much plateaued as far as my skill level goes, that much is painfully evident. Even with all the resources available online, I can't consistently get my head around so many aspects of scripting (what little scripting I have done with the mods has been done through very extensive trial and error, imitation and detective work, and these are really simple scripts) and quest making, both of which are pretty much the main things needed in my main mod, "Escape! Redux". Secondly, I just don't have much time to work on Fallout 3 mods now - not by choice, but real life is now infested with time-sinks so I can't put in the hours needed. Thirdly, bugs. Seriously, I'm getting quite a few of them and I've realised I'm horribly out of my depth when it comes to fixing a lot of them. It doesn't help that I've got very little time to spare. I'd prefer not to abandon my FO3 mods entirely, and more importantly I'd prefer not to leave bugged, glitched, barely finished versions of them up if at all possible. SO... anybody out there who's willing and able to assist me in any capacity? Ideally I'm looking for an actual partner who can help out or even take over, if only to debug and polish the mods I have, but right now I'll take any help available. There aren't many - "Escape! Redux" is my priority with "Armoured Vault Suit Schematics" and "Grenadier's Garb" in second and third place. I have another mod in the works that'll probably need some polish after it's gone up as well, if anybody's interested.
  23. Worked like a charm, many thanks for the help.
  24. Thanks for that, I'll give it a go later today.
×
×
  • Create New...