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IVlatty

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Everything posted by IVlatty

  1. That is going to happen if the bulb icon (white light only in-editor for your benefit) or the neighboring cloud icon (environmental lighting) are both disabled
  2. Hello, i've run into issues trying to get the 'vertibird signal grenade' to work in new world spaces. 'Vertibirds Anywhere' does change the situation such that i am told 'A Vertibird is on the way', however nothing arrives. With: https://imgur.com/a/GBBCdFn Without: https://imgur.com/a/4jOP4gr Various searches relate to adding 'spawn points' for the Vertibird but that is as far as i have got. Kind of related search (actually has info which is rare) https://www.reddit.com/r/FalloutMods/comments/550x1e/fo4_researching_fast_travel_vertibird_that_takes/ I have tried mods, youtube tutorials and gone through the CK looking at Vertibird objects but i cannot work out how to get this working. I also made posts on Reddit and Bethesda to little avail. Any help would be greatly appreciated. Video showing flight test - mainly landing on 5x5 spaces with no issue https://www.youtube.com/watch?v=rOnTanD2jN4&feature=youtu.be Some reference images: https://imgur.com/a/BW1UtuJ Finally is another unrelated request. Is it possible for anybody to help me with making a small adjustment to an existing object. Namely 'PryHull01' which has a door attached but no hole. Is it possible for anyone to remove either the hole for the door or the entire door frame, since both of these objects already exist. That way, i could use the Prydwin hull structure repeatedly as part of a larger interior space (like a space ship). I am not very knowledgeable with 3d modelling but i am assuming this requires modifications to both the mesh and textures, but that's about the extent of my knowledge of 3d modelling. I'm basically trying to make a new worldspace with a more alien character, and laying out helipads so you can still use the vertibirds to journey around. A kind of shared inspiration of Blade Runner, No Man's Sky and Westworld. Any ideas you have would be great to hear. Many thanks
  3. I have spent the entire weekend trying to set up skyrim with less than 2 dozen of the top mods on SSE nexus.. i feel like i am actually going insane from troubleshooting, and hoping anyone hear can point me in some direction. As it stands i'm looking at reinstalling skyrim for the 4th time today, and 9th time this weekend. I haven't actually played it yet.. Some reason i'm now getting CTD's on loading screen after new game. I first tried installing these mods manually, then using mod organizer, now i'm using NMM entirely and still getting faults. I even unticked all of the mods and yet the game is still crashing with no mods active. http://i.imgur.com/mU8GoNq.png http://i.imgur.com/QAPrPa7.png I really dont get this. This is a fresh install from few hours ago. Only a few of the mods here actually change more than just adding new weapons and armour. I dont think i have the nerve to try fix this again tonight.. any help would be greatly appreciated.. Tried load order optimization.. FYI maybe i made a simple mistake, but i've been modding since Oblivion, and still actively messing with F4, and yet ive managed to keep my F4 game from being corrupted with mods since release. Somehow i cant get SSE to last 10 minutes without breaking itself. Also PC specs are not a limitation.
  4. I'm curious if anybody has tried to use vertibird signal grenades in new world-spaces, or if it is easy to make it possible. As far as i know they just don't work in DLC world-spaces. I've slowly been working on a few dungeon areas i wanted to throw into the Glowing Sea, but the scale is getting so big that i don't want to mess with vanilla terrain if i don't have to. If i could use the verti-travel system in a new worldspace it would create a lot of opportunities. Has anyone tried and had any luck?
  5. Hey, thanks for taking the time and giving some feedback. Yep it's Matty, ivlatty is a long habit that has regrettably confused many. Completely forgot about those ghouls in Novac - also reminded me on what I read about the space program in Fallout, so there is at least some founding in fitting it in the universe. However right now for me, parity with the fallout universe is not a huge priority. I'm just trying to build some new architecture with mainly clean fallout assets, and hopefully establish either some darker themes for intense, heart-pounding combat. Blade runner and Star Wars are particular themes in my mind right now, so as I'm designing I'm constantly thinking how I might be able to do or show similar things. Even if it's just the darker, more dangerous but less humerous feeling blade runner has on me over fallout, for example. If what I produce has no real parity with fallout, I think I'd be happy just doing what I can to make these new areas feel standalone and self sufficient, like adding safe houses and vendors. But for now combat is the real focus, and I'm also designing interiors in the hopes of making a handful of dungeons (set on space ships, in space or crashed) that are much more extensive than anything in fallout or skyrim. Oblivions 'mehrunes razor' dlc would be a good example of what I'm trying to achieve; dungeons with complexity and length that encourage you to take it slowly, or even retreat to re-equip, sell loot etc. That said I'm still weighing up the feasibility of space scenes as a skybox. I've sourced a few potential files as well as some other methods of obtaining or creating them. The issue right now is working out whether they can be implemented in fallout for a full sphere, just like in mothership Zeta. If that's the case, then a panoramic view looking out from a space ships view port could be very very interesting. However if that's undoable or not very simple, an easy first step may be using the nuclear fallout weather, possibly making a similar small desert wasteland, with a goal to dot the crashed spaceship dungeons around there. later today I will share the small space ship interior I have completed, lit and navmeshed, purely for the sake of testing many of these elements, particularly what Npc's to use. Many ideas in my mind as I've been developing this several weeks now. I will refrain from any more text until something more substantive is produced. Again thanks for good feedback! Last minute edit; Tested the prydwin bridge assets in an exterior world with radstorm weather; the clouds and weather are way too obscured to be feasible. I will need to hunt down other glass panel objects, either vault or the institute. An alternative is to try the bridge object just looking out into a pitch black object space. I will try and detail a bridge with consoles and lights, and see if the blackness is convincing (perhaps a black hole or intergalactic space), as this is the only viewport there will be to suggest you are actually in space. Another sci fi element from Star Wars I've been eager to look into is lazer projectiles bouncing from objects. So far I haven't found any info on this, has anyone attempted it or know where one would start? i have started collating some stuff into an imgur album for anyone to see, the last few iterations probably wont come to any fruition, but the current setup i have begun could remain permanent as a player HQ and save point. Im doing work often on a laptop so you may see test images at lower quality or res. ive tested a black backdrop and it looks fairly promising. http://imgur.com/a/hXaLo
  6. I'm wondering if it's possible to create spherical space sky maps, a la mothership Zeta. I'm really interested in building a little standalone area but trying to get more of a space-faring theme going on. Another idea i had floating around was reduced gravity, I'm curious if it can be done simply or has to be game-wide. 2 pathways im considering right now are tying to make a low-atmosphere, cratered landscape with perpetual night sky map, or just giving up on that and using the nuclear weather to create a new sci fi landscape with regular day and night. Would love to get some help from anyone experienced with getting new skymaps into fallout, but also keen to hear any ideas that could be done with the fallout assets and mechanics if more sci-if/futuristic space themes were thrown in. At the moment I'm trying to take stock of object themes that are less reticent of 50s tech, for example I've been repurposing the prydwin assets to try make convincing space ship interiors. It has been an overarching goal to see if I could create a large spaceship interior with fallout assets, and so far I'm still seeing how feasible it would be starting to produce a few images, still very early into testing http://imgur.com/a/hXaLo
  7. It definitely will be, i'm kind of racin to get it into a testing phase anyway, in which case i will probably release it publicly quite soon, just got a night of navmeshing and making some new NPC's to fight. I'm up to about 8th floor, and i only plan to have 10. I'm hoping to have more vertibirds sitting above the ones already placed. Already began looking through some clutter objects, i'm hoping to find more BoS prefab barricades archived in NV than just the 03 one available. Heading home tonight, planning on continuing a little on the plane. So imagine stepping outside of your submarine base and having to infiltrate this thing. I'm hoping it would accommodate both evasive and aggressive. Latest pic, stuck some dudes in there for scale; http://i.imgur.com/X8v8juN.png finally some im game pics; http://imgur.com/a/LJJhz#0 structurally i am finished and will only make additions once much testing is done, i'm now deciding on lighting options and trying different weather. Seriously considering making my own as it appears all of the climates only have 1 weather type and i'm sure it would be more interesting with variation. There are 3 issues that i foresee that i would love some help with; - Most of the weathers go pitch black during midday, and seem to lack a dds. file (says alpha.dds) - I'm trying but can't seem to get the LOD working for the water - i want to link the door into this cell with a menu that appears to accommodate more options. I want the doorway to be a submarine hatch, so the menu allows you to just exit the hatch into new vegas or have the hatch exit you into this worldspace. The reason for this is so i can easily add new locations with a logical travel method. Any help with this script for a menu would be greatly appreciated as i'm very new to this area.
  8. great thanks for that tip. I've flown ahead and completed roughly 7 floors and beginning to expand the floors outwards to produce an overhang. I only expect to have about 10 floors. I'm more scared now of reaching some kind of limit that prevents it all from being loaded at once in the exterior, as I noticed this with the war zones mod. Yes that other mod provided some inspiration and I looked at it closely for ideas. I've tried to stick to some more formal rules that have produced a larger, although more repetitive structure. That said it should be processor efficient and be exciting to play. Hoping to upload some more conclusive pics soon, will be back from a holiday in 2-3 days.
  9. Blocky trees sounds to me like a limit on your available ram.
  10. Thanks for the in depth response. Yes i have been using snap 45 and 90, however when rotating single objects, i'm often getting objects at 0.0001 degrees, or even having objects that should be 90, 90, 90 turning into random degree figures like 103.546, 68.343, 101.443 etc. It's a bit annoying and has required me to manually input angle coordinates for each object. I've noticed this issue doesn't arise when i rotate multiple objects at a time, so i've been sticking to that. In regards to object snapping, i must be mistaken but i thought i saw a button that would enable similar objects to snap. I thought it may be a way to have diagonal objects line up easily without requiring coordinates such as 33.3344 etc. And for the submarine, i have used the model and textures from Point Lookout as well as a similar resource available on NVN. I may look into retexturing myself, but i would assume it would require also editing the mesh to increase it's scale, so that i can apply a larger texture file. The result being a larger sub but having the same detail resolution for the texture. A little update on progress; http://i.imgur.com/4YEsvFp.png http://i.imgur.com/PxYL28d.png http://i.imgur.com/JjdVWz5.png My initial design, just to test how the 3 different object types i was using would work together. I had issue with the diagonal supports which must use awkawrd coords (32.3453 etc.) so i have reverted back to x,y,z directions. I have also decided to remove bulk objects from the lower floors to better reflect an oil rig and the potential for violent waves. The general size has also increased, i'm hoping that after probably 10 floors total that it will not be an issue. I can seperate the supports section from the main section if need be, but that would mean having collision barriers for the main section so you cannot fall off, which i would prefer not to do. I think maintaining 1 line of symmetry will prevent it becoming overly confusing to the player, but at the same time provide a lot of options for the player in overcoming this challenge. http://i.imgur.com/NOZiQaB.png Now these dimensions are in place i should be able to speed through the supports section. Any ideas regarding the main section would be appreciated. Vertibirds, Hoover Dam generators, oil tanks and piping have been my main ideas thus far. I'm hoping to avoid the brickwork of large industrial buildings and also concrete if i can, however i a not aware of any large metal flooring or structures.
  11. I'm in the process of making a fairly large oil rig that I hope will support a long and intense battle against the Enclave. The design support structure has been nailed down, and will be roughly 6 stories high. Above that I'm willing to push as far as I can before it's too big to handle. I wish to keep the entire structure in the same world space, so it's possible to fall off from a great height and survive. However I may make the final area interior. I'm hoping to link this to a modest submarine safe house I have made, with the prospect of making more at-sea locations reachable via the submarine. I've been considering trying to make it seem like a VR mission but any scripting is very above my skills. I have a purely architectural mind. I'd love to hear any thoughts and ideas. I'm hoping to pour as much of what I love from Fallout into this for the sake of replay ability. new pics http://imgur.com/a/LJJhz#0 I have run into a few minor issues I hope somebody could help with; -rotating objects with mouse causing coordinates to go -117 degrees, 75 degrees rather than 90 degrees, 90 degrees - is it possible to enable object snapping? I'm trying to have a diagonal cross section but currently it requires coords be like 125.04585 to line objects up -has anybody ever encountered a high res retexturing of a submarine (point lookout or otherwise) that would allow it to be scaled up much bigger to resemble a ballistic class submarine?
  12. A slight aside but I would love to see a high res texture for the point lookout sub mesh so that it could be scaled up 3x or so to a ballistic sub rather than recon. Plenty of assets readily available to make a great big sub interior. I agree with making worldspaces being rather pointless but progress in many other areas should be easy to carry over to F4. Bear in mind it will be 2016 before we see a geck release.
  13. Thanks for that info, i have used that mod, and using it or other examples i should have no issue with handling cell parameters, i may probably create 2 cells, one being a player home essentially with the lever, static and eternal. then my other cell can be for combat and not affect any player home activities. However i'm still very stuck on the more prescient issue of handling a simple NPC respawn script with the two parameters; bodies are unlootable/show no loot and bodies fading out after X time and respawning a fresh NPC An example of a query i have is with falmer and dwemer holes that are used for NPC entrances. Specifically, can these objects function with the re spawning and create a new NPC after X time from the previous being killed. An example like this is not present in the game as the only presence of respawning enemies is in the civil war storyline.
  14. Hey there, for a while now i have been experimenting with the opportunities for arena-style battles and larger conflicts that revolved around the NPC's fading out and respawning on death, just like battles in the civil war. I've produced many layouts and done some testing with NPC stats, equipment and perks, however i've read what i can on scripting but i still don't know where to begin with creating the scripts i need. What i do know is that i only need one example of the script working for one NPC as intended, and i'll be able to replicate this how i like and produce a great variety of combat situations. I intend for the Arena cell to feature a simple dwemer lever, that when activated brings up a menu listing all of the types of battles available, each requiring a significant wager for only the first completion, compensated by a unique reward. Selecting one would reload the cell with NPC's present, and completing the objective, for example killing the leader, killing a certain number or surviving the allotted time would reload the cell back to the empty version. I would greatly appreciate some assistance with the scripting of either the NPC (unlootable) fading out and respawning about 15 seconds after death, or the dwemer lever, 1-time only wager mechanic, and reloading the cell with the player and NPC's at opposing X markers. An example mod file would be brilliant, as i'm working on this with some friends who would be keen to learn also. But any help would be fantastic. If you would like more specifics then feel free to ask. Many thanks.
  15. Hello there, i have a fairly simple request for a script. Essentially i will have a very small, totally isolated cell that will be accessible by teleport, and it will serve me as a test arena for creating different encounters. In the centre will be a dwemer lever, that when activated brings up a menu that will list all of the choices of battle, each with a respective wager and appropriate reward. The wager is intended to turn the arena into a money sink, so that the player is encouraged to horde gold and valuables in the vanilla game, to risk them at a chance for unique items, powers or enchants if they win. If the player has sufficient gold for their wager, they can accept their selection and begin the battle. For now i'm only interested in a single 1v1 encounter, but with the menu i will be able to add different variations of numbers and enemies to give the player a choice of risks and rewards. With the 1v1 selected, i would like the enemy to be teleported into the cell and appear with a conjuration effect. The money will be deducted and the battle will ensue, however there will now be two requirements depending on the victor; if the player wins, i would like the reward to be instantly added to inventory, whether gold, items or powers. If the player dies however, i would like the cell to reload with the player alive, minus the money that was deducted in the wager. As i write this i realise the player can bypass this financial loss by reloading, but as a personal mod i would be willing to live with my losses and i feel there is no real way to force the player. I've tried to be as exact as i can with all of the variables, if required i can provide more information. The lever, menu and conjuration effect are in my mind the most important parts in making everything work simply, particularly without any cell reloading (unless you die). I've tried to improve my knowledge with scripting but it has not helped me get much further in accomplishing this goal. I have created several small arena spaces already and i would really appreciate some assistance. Many thanks.
  16. Like anyone here, i have had a few things that i'd still want to see included into New Vegas. Submarine model - F3 Nexus A submarine would make a great player abode, offering complete isolation and safety, and perhaps bragging some high-tech equipment. Crossbow - F3 Nexus This weapon was a hell of a lot of fun in Fallout 3, and i think it would be a fitting addition to New Vegas.
  17. After always finding frustration with cave tiles having both floors and ceilings attatched, i was completely amazed to find somebody had taken the time to make this; http://www.tesnexus.com/downloads/file.php?id=29083#fileanchor However, i feel the whole idea is missing one vital piece. There is no tile that is just a cave bridge. There are various tiles for the transition between bridge and cave floor, however nothing that is purely bridge. The problem this causes is, you can only have a bridge that is two tiles thick (with each side connecting to a floor). If i didn't describe this to you properly, then just look at the 3rd image in that mods gallery. You'll see two cave bridge tiles in the bottom right. Now, i propose the idea of creating a tile that could be used in the middle. All it would need to be is the size of a standard cave tile, just in the shape of a bridge piece, so that either end connects to a bridge tile that transitions to the cave floor. This piece would literally open up the freedom of making caves exponentially. You could have bridge pieces at any height from the ground, going any distance you wanted. I have no experience with 3DS or Nifscope, and i'm mainly proposing this idea for everyone, i don't particularly need this piece, however i know i would use it, straight away. So would anyone like to make one?
  18. It's quite a simple idea, and i don't know if it's been done, but i'd like for my companion to draw his weapon when i have mine drawn, and put it away when i put mine away. The exception to this ofcouse would be when they naturally draws their weapon to attack, so that would be unchanged. It's just for realism sake. I enjoy sniping with Boone, but sometimes when i'm closing in on a corner, i'd like for our characters to be prepared. This would also benefit in interiors, since that extra second or two it takes for Boone to pull out his weapon can sometimes turn the tide of a battle.
  19. You shouldn't be able to 1 shot an enemy with a vanilla sniper rifle on medium difficulty? I can't.
  20. In my opinion 2 things would balance the game in the way you said, without forcing people to choose to be a sniper permemantly. - Drastically increase the spread when not scoped in, so the player should always want to use the scope, - Increase the recoil when scoped, and increase the wobble when moving and not crouched. This would mean that the sniper is exactly the same when the player is still, but now it would be much weaker at close ranges, because it would only be fully effective when still.
  21. When i try to copy the original mod to by new esp it just says 'The Clipboard is empty'. The TESnip for my new esp doesnt know i have the files copied?
  22. Somebody has already released the dart gun.
  23. That's breach of copyright. You have to make them yourselves.
  24. Great ideas. So the bolt scould be crafted from materials to make ammunition. Does anyone know if ammunition has the capability of being modified with the 'x' key? So i could apply certain materials (poison for poison bolt, primer and gun powder for explosive bolts). I think if there was a shock bolt / tranquilizer bolt, the damage of the bolt should be reduced or made to 0. You could just say that when modifying the bolt, the tip was removed to something less harmless, similar to that of a dart. And perhaps the mine bolt could require plastic explosives instead? Has anyone the capacity to do this? I am quite proficient at modeling and use of photoshop but i have no experience of any of the aforementioned things.
  25. Yea i still agree with you there, and would have done on Bethesdas last two games. I dont think it matters how hard they try, it's just not going to be feasable to create a realistic landscape at such incredible scale, while maintaining high end graphics in the foreground. Have you contacted the original mod creator?
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