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Everything posted by prensa
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Griffin - Hello! "I owe you another apology for that. Stuff going on has knocked me around a bit." No apology needed, I check in the help forums from time to time to see what's going on. :) "My computer died" Sorry to hear that. :( "I reinstalled FO3 and went with NMC texture pack. It is stunning, but too many stutters. I am not sure if the number of followers is the reason. (4) or if the textures themselves are the reason." Multiple followers won't help, added AI. But it will be the addition of NMC, any high-res texture pack will cause trouble even on powerful rigs. The bigger textures having to be displayed & shifted about by your computer are going to eat into your graphics card's memory. Too many high res textures at once will slow you down & cause stuttering. That's why Bethesda shipped the game with textures that are big enough for detail but not super high. I've always been satisfied with the vanilla games textures. To be fair when actually playing the game you aren't paying much attention to minor texture details. :) NMC does offer LITE (which seems to be what most who use NMC go for) & even Performance packs as alternatives to the biggest version. "I might get the Large Address Enabler. Can you recommend that?" I use the Large Address Aware Enabler for FO3: http://fallout3.nexusmods.com/mods/6510 As I have a 64bit set up with tons of memory (12GB) & it gives Fallout 3 more memry to work with. It's easy to use with instructions (slightly more detailed & up to date on the Description page rather than the Readme that comes with it). Seems to help, been so long using it that it's hard to compare without. :) As far as I understand it, it's worth doing even for 32 bit set ups as long as you havet plenty of memory to take advantage of. " I got rid of most of them, but still, my Apocalypse Armory weapons disappeared, even with this mod still active. I have no idea why." If you mean the placed Apocalypse Armory weapons in your mod disappeared when you removed Apocalypse Armory as a master, that would be normal. If you're wanting to use Apocalypse Armory content in your mod, Apocalypse Armory would be a master to it. The best thing to do would be to make a plugin (.esp) that adds the Apocalypse Armory content to your mod. That way Apocalypse Armory is only a master to that plugin & people that want to use your mod but don't have Apocalypse Armory can choose not to use the plugin. Note that you can only have an .esp modify a .esm soy you should make the Apocalypse Armory content plugin after converting your main mod into a .esm (when you're all done). Unless of course you're happy to have Apocalypse Armory as a master to your main mod. "and lights cause flickering on the water texture, so I have one piece of water that flickers, and I can't seem to change it " I've seen that happen, make sure you've not go mist or some other effect like that set to reflect or refract on the water. If you need to clear everythin on a piece of water, you can delete it & place a new one to start afresh. "One thing you seem to know a lot about is making merged patches on FO3Edit. I like using small mods, like clothing addons, mods that let me get followers without Karma requisites, or for example, the Firelance Quest activator mod, these are such small mods though, that it would be cool to combine them. Like all outfits by "Fizz", into one merged patch for "Fizz_Outfits" etc, for personal use. How would I go about doing such a thing?" Not so much a Merged Patch as merging mods you mean? Yes, that's quite easy. I've done it with several clothing mods that added single pieces to cut down on my .esp's. You can do it in FO3Edit but I use FO3 Plugin Utility by ScripterRon: http://fallout3.nexusmods.com/mods/5104 It's quick & easy for this sort of task. Go to File - Open & choose the first mod you want to start with. Then go to File - Merge Plugins & choose the mod you want to combine with the first. Now go to File - Save As & give the combined mod a name & save. All done! Obviously you can combine more than two mods. Worth noting that by combining mods you would stop using the originals & the combined one takes over. This will act as though theses items are different to the originals & means that if you'll need to re get the items added. In the case of most one off clothing mods this normally means having to collect the item again from where it was placed in the world. New characters who hadn't collected the items would be unaffected. I tend to combine simillar mods, like clothing with clothing & weapons with weapons. I also avoid combining complex mods in case of unforseen consequences. I've had no trouble with this method, though it's worth pointing out some people have mentioned some records being lost on more complex mods. I've not experienced that & like I say, I stick to combining simple mods to save .esp slots & reduce clutter & have had no problems at all. "I have uploaded more pics of my mod. Check em' out and give me any feedback you wish, good or bad. " I'll take a look! "Do you by any chance know how to create the pop-up message when you start a new mod? like at the start of A Quest For Heaven, the message appears and you know where to go to start the mod, based on that message.. any idea how to do this?" I've not had to do that yet. :) You could use a script with the ShowMessage command to pop up a Message you've set up: http://geck.bethsoft.com/index.php/ShowMessage Depending on what you're doing you could also use a simple quest to start as soon as the mod is installed that plays the message & has info in the quests section. This could then be completed when the player arrives at the mod location. "My daughter Josie sends you a smile and a baby talk hello" & a big Hello! to Josie too! You need to get her working on modding as soon as possible. ;) Prensa
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Jenova23 - Hello! Is the custom body you are working on added by an .esp file? Because Fallout 3 has a problem with NPC's added by .esp's resulting in mismatched heads/bodies. You need any mod adding bodies to be an .esm, or at least flagged as one. You can either change the flag on your plugin to a .esm with FO3Edit in Masterupdate mode or tick the .esm box on your .esp in FO3Edit manually. Or change the plugin into an .esm properly with a tool like FO3 Plugin Utility: http://fallout3.nexusmods.com/mods/5104 Obviously you'll need to keep your plugin an .esp as long as you are working on it as GECK won't let you work directly on a master (.esm). Change your mod when you are done or want to check it. Hope this helps! Prensa
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scottym23 - Hello! "Right when you said that I smiled and realized that had to be the problem." That was the very last idea that came to me, just glad it's figured out. :) "I feel like we just solved a crime haha, it's so satisfying solving a problem like this!" Hope it hasn't put you off modding, it's not normally that tricky to mod a file. :) "Recently I bought the goty edition because I had already had the regular fallout version but none of the dlc." The DLC's are great fun, I'm particularly partial to Point Lookout. :) "Thanks so much for helping me all of this way, I really appreciate it." Happy to help! "If there's anything I can help you with in the future" Thank-you kindly! Good luck with your modding! Prensa
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scottym23 - Hello! "I am aware of scrolling down and it's not at the bottom or anywhere in the list" I figured as much, just thought I'd cover all the bases. ;) " don't quite understand what you mean by your last statement, "You can place a copy in there from the original download". How would I go about placing a copy of MyMansion into GECK? " No I mean place an original MyMansion.esp (before you modified it in FO3Edit) from the original download into your Fallout 3\Data folder instead of the modified one (move that onto the desktop for the time being). I'm just curious to see if the original is showing up in your GECK. If it does show up at least we will know it's something to do with it being modified. I'm quite perplexed by this as the only thing I know of that could cause "phantom" files is Vista/Win 7's UAC but you can see the file in your Data folder when you actually go there. Try right clicking on GECK & "Run as adnministrator" then go to GECK's data files & see if it shows up then. You don't have more than one installation of Fallout 3 do you? Prensa
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scottym23 - Hello! Okay this is odd. :) I've even opened the mod in FO3Edit myself & unchecked the .esm flag, saved on exit & then opened it in GECK just to make sure nothing odd happens, it showed up in my GECK's data list as it should. Let's check a few things, in GECK's data list you are aware that it can be scrolled down to see more mods in the list? I know this may be obvious but you'd be surprised how many people miss it. :) Since the mod is recently modified it will be near the bottom. Another thing, if you are on Vista or Win7, check the MyMansion.esp in your data folder does not have a little padlock on it. If it does have a little padlock on it, move it out onto the Desktop & then back again. That will remove the padlock & allow it to be used as normal. If still no joy, does the original version MyMansion.esp show up in GECK? You can place a copy in there from the original download. Prensa
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scottym23 - Hello! You set it manually with FO3Edit as an .esp? That's quicker than using MasterRestore. :) As long as you clicked OK when you closed FO3Edit after making the changes, the modified MyMansion.esp should be saved over the original. Make sure you've closed FO3Edit as it won't have saved the changes until closed, plus having it open in FO3Edit at the same time in GECK prevents GECK saving changes. Also make sure not to have GECK or FOMM/NMM open when using FO3Edit because of a simillar saving issue. Since it will be the last modified it should show up at the bottom of GECK's data list. If you are still not seeing it, go to your: Fallout 3\Data & make sure the MyMansion.esp is there. If you're on Win7 or Vista it could be being redirected to another folder. Did FO3Edit give you any error messages upon exiting & saving changes? Prensa
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scottym23 - Hello! "But that is going to be if I ever get really good with it " GECK is surprisingly user friendly & quite easy to work with. Stick at it & you'll be amazed at how quickly you can pick it up, I did. :) "haven't even begun to look up tutorials" There are tons of guides, videos etc. but the official Bethsoft GECK site is great & contains stacks of info & help: http://geck.bethsoft.com/index.php/Main_Page There you can follow the "My First Vault Tutorial Series" which even have example plugins to demonstrate what they are talking about. Very well written too. "Okay now i'm having a different problem involving the G.E.C.K. The place I want to add the guards to is the "my mansion player home" mod. However when I load the G.E.C.K and try to find the location in the cell view box, it doesn't show up (or i'm not looking hard enough, but I scanned over them all about 3 times to make sure I wasn't just missing it). Is there a different way i'm suppose to edit game material that isn't part of the original game?" MyMansion.esp is an .esp that has been flagged as a .esm, probably by FO3Edit in Masterupdate mode. Because of that GECK will treat it as a master & won't allow it to be modified directly, you can't set it as the Active file & save changes to it. You can still make changes but you'll have to save them as a seperate .esp to load after the MyMansion.esp. Or, if you want to add your changes directly to the mod using it as the Active file, you could use FO3Edit MasterRestore on just MyMansion.esp (untick all your other .esp's except MyMansion.esp then run FO3MasterRestore) to turn it back to a modifiable .esp. As it is now, In Geck make sure you've gone to File - Date & ticked the MyMansion.esp & OK. Or, if you do convert it back to a proper .esp to modify in GECK, you'd go to File - Data & set it as "Active File", OK. Once that loads you'll find the mod's cells listed at the bottom with the prefix: zzEz0n3MyMansion Hope this helps! Prensa
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scottym23 - Hello! "I am trying to add some guards to the game around certain locations in my house and am having trouble with a couple things. I don't know how to place them in the exact direction and facing the way I want them to. I can get the npcs with the placeatme command, but they begin to move and I don't know how to place them perfectly where I want them. The second thing is how do I get an npc to not move and stay in place? " You need to add the NPC's in GECK. The most basic way to get them to stand on spot as if guarding is to place an XMarkerHeading (found in the Object Window under Static) on the spot you want guarded, place your NPC, click on the NPC & select the Linked Ref tab, in that click on "Select Reference in window" & select the XMarkerHeading. Now in game they will stand at the XMarkerHeading unless attacked or sensing danger. You use the XMarkerHeading insted of an XMarker because the XMarkerHeading has a pointer on it that allows you to tell the NPC which way to face. For a slightly more advanced option you can also use this method but without linking the NPC to the XMarkerHeading directly. In this case you'd create a travel AI package that sends them to the XMarkerHeading. Other packages can then be added to set the guard to go & eat or sleep at certain times (this helps to add a touch of reality to the guard as no one would stand in place forever :) ). For a good simple example of this check out the MegatonSettlerMercCraterside who is inside Craterside Supply. He's got 3 AI packages, One tells him to sleep, another tells him to eat & the last sends him to guard on the spot for the rest of the time. Note his guard location is not an XMarkerHeading, instead they've used an idle so that he leans against the wall in that smug way "I got my eye on you.....". Again, using an idle adds a bit of character rather than standing bolt upright at an XMarkerHeading. Depends on what kind of feel you want your guards to have. Hope this helps! Prensa
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Shidentora - Hello! The Cannister Rifle in Apocalypse Armory with it's HE rounds is very effective. It also ejects very large spent casings. :) The various gauss weapons also have that explosive effect that the Anchorage Gauss rifle dose. Prensa
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scottym23 - Hello! Glad to have helped! :) Prensa
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scottym23 - Hello! I don't use Pipboy Readius myself but the problem you have sounds like you've not completely uninstalled the mod, in particular the animation files. Check your: Fallout 3\Data\Meshes\Characters\_1stperson Now if you still have a "locomotion" folder in there, check to see if there's "female" & "male" folders in there with a file in each called "pipboyfemale.kf" in the female folder & "pipboy.kf" in the male folder. If those .kf files are in there, that's what's causing your problems, delete them & you will return to the default Pipboy animation. Make sure to delete the .kf's in the male AND the female folder. If those "pipboyfemale.kf" & "pipboy.kf" in male & female folders are the only thing in there you can delete the whole locomotion folder. Hope this helps! Prensa
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script won't work => need help
prensa replied to theoneandonlyboiler's topic in Fallout 3's Discussion
theoneandonlyboiler - Hello! I'm no expert on scripting, still learning myself. :) I tested OnAdd too & it seemed to work but you could also try OnSell instead: scn RivetCityHouseScript Begin OnSell Player.AddItem HouseDeedRivetCity 1 Player.AddItem RivetCityHouseKey 1 Player.RemoveItem RivetCityApartment 1 1 end You attach that script to the item being sold. The addition of the space & 1 on the end of the RemoveItem line means no message will be displayed of the item being removed, that can be handy if you don't want to spoil the illusion by having an item removed that's not really meant to have been there. Hope this helps! Prensa -
cavon31 - Hello! That's a texture problem, sounds like a classic archive invalidation issue. Make sure you've definitely taken care of archive invalidation. If not taken care of new mod added textures won't show up properly. Either download & activate: ArchiveInvalidation Invalidated http://www.fallout3nexus.com/downloads/file.php?id=944 Or, if you use FOMM click on Toggle Invalidation on the right. For "New" FOMM you have to go to the buttons at the top & select: Tools - Archive Invalidation NMM has a built in Archive Invalidation too. DON'T USE BOTH METHODS TOGETHER. Note FOMM/NMM's version often needs to be toggled off & then back on again when you add in a new mod. Hope this helps! Prensa
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charwo - Hello! "I can easily reset say Lydia Montenegro in the wake of Tenpenny Tower quest. I might even be able to get her back to her store. However, and this is the important part: she uses her exile dialogue and won't sell me the ATT mcguffin I need to further the mod quest." Lydia Montenegro's vendor services are probably connected to the Tenpenny Quest stages. In order to get her offering services in game again you'd probably have to set the Tenpenny Quest back to before the take over. setstage 00014e9f 10 Would set it back to when you have to take sides in the conflict. Or maybe try: resetquest 00014e9f That might reset her when you call her back but it's rather messy. If you completed the Tenpenny Quest in favour of the Ghouls, they will all be in there now. A new vendor takes her place & I'm not sure how the two would interact. Same goes for the other characters You can get the Quest base id's from the FalloutWiki: http://fallout.wikia.com/wiki/Tenpenny_Tower_%28quest%29 They also list the quest stages. It's just that you're going to have to do a lot of messing around to get these characters back to a pre-scripted event status through the console. It'd probably be easier to start a new character & play the game differently to keep them alive in the first place so you can utalise the mod's dependant on them. Prensa
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charwo - Hello! I'm sorry, I'm not sure I quite understand what you are asking here. You're trying to bring these people back in game? That would just need, for say Nathan Vargas, to open the console in game & type these four commands pressing return after each: prid 00003b57 disable enable moveto player 00003b57 is Nathan Vargas' ref ID, you use prid because you can't click on him to select. You can get the ref ID for the others from the Fallout wiki: http://fallout.wikia.com/wiki/Nathaniel_Vargas Hope this helps! Prensa
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Griffin - Hello! "So sorry for not responding sooner after you took the trouble of writing back to me last time. Been pretty hectic here in newborn town." Been busy here myself, no nappies involved though. :) Glad to hear the Raiders are working out. "EDIT - I pretty much sussed out that the renaming of an asset with a unique I.D. - thus creating a new form, meant you were no longer drawing information from the .esm/.esp but instead were utilizing data from mesh or texture or sound, so if I were to rename every item I copied from an .esm, and then removed that .esm from the master list, but still kept access to the data files for each asset, would this work? and make the .esm no longer required? God, I sound like I am rambling now. Sorry Prensa" Yes, like you've got it. :) It does get a little confusing trying to describe these things. Giving it a unique ID makes it an item within your mod rather than a borrowed asset. as long as it's not relying on scripts or other side things from the other mod. I've never had to remove a master from a mod so you're in territory that I've only read about & done tests with. If it's not actually used, remove it. As far as I know removing items first is best then the unhook the Master, though it's really only a problem if you tried to load up the mod with the items still in place but the master removed. Obviously, back up your mod before doing this type of thing as it's very easy to destroy a mod with a bad edit. :) "I also have trouble with old FOMM adding mod packages "Fomod"s. I try to do it exactly as described. But so far I get an odd error every time. (A problem has occurred - "Boolean System.Threading.WaitHandle.WaitOne(Int32") - this mod has not been installed) So for this reason, I cannot add any body mods, at least those dependent on fomod installation. I have no idea what this means." Found some people with the same problem here: http://forums.nexusmods.com/index.php?/topic/247461-mod-error-while-using-fomm/ Seems like a net framework issue (not up to date) or possible version of FOMM used. By the way, about that mass stting of reflections/refractions you mentioned earlier, I had to do a whole load just recently & found a handy trick. I went to the Cell View window & was able to select whole chunks that I needed on there using shift & left click to highlight, then click on the Render window (the top frame not inside the Render window) & pressed the - key to set the reflections/refractions. It certainly saved a lot of time & meant I didn't have to pain stakingly select each item (some are in tricky spots). I'd not thought of doing this before. :) "You should be able to view my pics from my profile page" I've checked them out now, doing interiors? Fun isn't it. :) I've done some big pipe work too. :) Fun looking through GECK to find obscure pieces to use. "I am curious about your mod now, could you tell me a little about it?" Started off more as a fun project to teach myself how to use GECK but has grown. I'm always finding something new to add, hoping to release eventually. Let's just say interiors are involved with some fun extras. ;) PS Is that Avatar Insidious? Prensa
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Help Making New Race With New Textures
prensa replied to crashinghell's topic in Fallout 3's Discussion
crashinghell - Hello! "I was Trying To make Human With a nice green lizard texture to make a new race but every time I select the texture it says path invalid or something. Any help is appreciated " I take it your changing the texture for your new Race in the Race window - Body Data tab in GECK. Some files have to be in a specific folder structure for Fallout 3 & GECK to recognise them. For Race textures I'm pretty sure they can be in any folder structure as long as it's in the: Fallout 3\Data\Textures If you've accidentally placed your textures within the Mesh folder & try to point GECK to that, you'll get that error message. If that's the case, move it to within the texture folder. Hope this helps! Prensa -
Roycesraphim - Hello! I'm no scripting expert but to make a script act only once I'd use a "short". You'd do something like this: Scn vtfihousedogsawyershoot ;Set short to VTFISawyershotme short VTFISawyershotme ;Starts when the player enters the trigger zone Begin ontriggerenter player ;If it's 0 then it's not been done before so play the sounds If VTFISawyershotme == 0 Playsound gunshot Playsound richochete Playsound gunshot Playsound richochete Playsound gunshot Playsound richochete ;set it to 1 to show it's been done & stop it from repeating Set VTFISawyershotme to 1 endif End Obviously you don't need the explanations I've included after ; they are ther to help. You'd attach this to the trigger that you'd set up on the side of the door where Sawyer is. Hope this helps! Prensa
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I need help for a mod on skinnig feral ghouls
prensa replied to crashinghell's topic in Fallout 3's Discussion
crashinghell - Hello! "Now the only problem is my mod wont work for some reason after I replaced the creatures with ghouls and deleted most npcs" Go back to a previous version of your mod, GECK makes backups & places them in Data\Backup, with .bak & a date tagged onto the end. Remove the tag at the end leaving .esp & youcan use it as normal. I'm not sure what you mean by deleting NPC's & replacing creatures, if you mean you placed your new ghoul instead of them that should still load in GECK. Hope this helps! Prensa -
Jenova23 - Hello! That error means your mod could not be saved as normal because it is being used by something else. Make sure you do not have Fallout 3 running when you are saving in GECK, or have FOMM/NMM or FO3Edit open as all of those programs will prevent GECK saving over the old mod file. Also, depending on if you use Win7/Vista & what security settings you have, you may need to run GECK as administrator. "temp file DATA/(the mod.tes) contains saved data." Means that GECK has saved a temporary version of your mod under a different name, it will be in the Data folder named the same as your normal mod but with a .tes at the end instead of .esp. Simply changing the .tes to .esp will make that file useable & can replace the other version you were unable to modify. "For some reason also I have old mods that show up in geck but aren't actually in the folder, I don't use any tes files, I tried reinstalling G.E.C.K, updating G.E.C.K and I don't have anything running in the background either plz help. " Mods showing up in the GECK's Data list that are not in your Data folder may mean you have more than one Data folder & that GECK is looking at the wrong one. This could happen if you had originally installed Fallout 3 in a different folder then reinstalled it into another without properly uninstalling the original. For instance you may have installed Fallout from disc then installed from STEAM & have two Fallout 3 folders in different locations: C:\Program Files (x86)\Bethesda Softworks\Fallout 3\ C:\Program Files\Steam\steamapps\common\fallout 3 I'm pretty sure you can direct GECK to the Fallout 3 folder you want on installation. Hope this helps! Prensa
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Confused with the "body type 3" mods
prensa replied to AusGill's topic in Fallout 3's Mod Troubleshooting
AusGill - Hello! The Type 3 body is a nude body replacer by dimon99, it basically removes the spot welded underwear from vanilla bodies & provides a more appealing/feminine body. There are also a lot of clothes made for it. It can be found here: DIMONIZED TYPE3 female body by dimon99 http://fallout3.nexusmods.com/mods/4280 I put together a step by step guide for installing it with FOMM (simillar method for NMM) that can be found here: http://forums.nexusmods.com/index.php?showtopic=369068 The particular outfit you have linked to is by BEWARE OF GIRL/BlackBlossom, though it will work with the original Type 3 body, she has her own version that you may be interested in too: BEWARE OF GIRL Type 3 HiRez HiDetailed Replacer by BlackBlossom http://newvegas.nexusmods.com/mods/34702 There's also a great male equivalent here: Breezes FO3 Males by Breeze58200 http://fallout3.nexusmods.com/mods/4719 Hope this helps! Prensa -
Won't ever finish 1.7 patch download
prensa replied to jordanb1992y's topic in Fallout 3's Mod Troubleshooting
jordanb1992y - Hello! BlackRampage is correct, GOTY version of Fallout 3 is already the latest version & does not need to be patched. Fallout 3 GOTY is version 1.7.0.3, the very latest. You can see Fallout 3's version by going to the main menu, selecting Settings - Display & it will be in the bottom left corner. Hope this helps! Prensa -
I need help for a mod on skinnig feral ghouls
prensa replied to crashinghell's topic in Fallout 3's Discussion
crashinghell - Hello! Happy to have helped! :) Prensa -
Extract specific Data from .esm into a new one?
prensa replied to theoneandonlyboiler's topic in Fallout 3's Discussion
theoneandonlyboiler - Hello! FO3Edit would be able to do that: http://fallout3.nexusmods.com/mods/637 You could use the "Copy as new record into" & choose a "<new file>" (at the very bottom of the list). You can even use the shift key to select multiple items at a time to move. May be easiest (depending how much you are removing) to make a copy of the mod you want broken up, open the copy in FO3Edit & remove the chunks you don't want leaving behind the parts you need to keep. You could then rename that file to what it does. Hope this helps! Prensa -
I need help for a mod on skinnig feral ghouls
prensa replied to crashinghell's topic in Fallout 3's Discussion
crashinghell - Hello! Firstly you need to get hold of a Feral Ghoul model, if you have FOMM it has a handy BSA Unpacker that can be found under Tools. You can use that to extract a Feral Ghoul model from the Fallout - Meshes.bsa. You could modify any Feral Ghoul but let's say: feralghoul.nif You would then rename that model to suit your new Ghoul. If you're just wanting to add in a Feral Ghoul retexture or slightly different armor/clothes arrangement then you can just add the new model into the existing Feral Ghoul Creature Folder. Place your model in: Fallout 3\Data\Meshes\Creatures\ghoul If you don't have that file path, create it. The textures can be obtained the same way as the mesh but from Fallout - Textures.bsa The textures for that model are: GhoulFeral.dds GhoulFeral_n.dds To edit it's textures you'll need a texture/.dds editor. I use Paint.net as it's very user friendly & free: http://www.getpaint.net/index.html Once you've modified the textures to your liking, add them to your Feral Ghoul model by opening the model in Nifskope: http://sourceforge.net/projects/niftools/files/nifskope/1.0.22/nifskope-1.0.22.8329d39-windows.exe/download I still use version 1.0.22. For the example model you'd expand Block 1, expand the BSShader......, click on BSShaderTextureSet & the texture paths will display at the bottom "Block Details" window. Expand the "Textures" there & you'll see two texture paths (the diffuse main texture & the normal map texture with _n at the end). Click on the purple flower to navigate to where your new textures are & you should see them show up on the model in Nifskopes Render window. Save your model in Nifskope & exit. Now to place the new Feral Ghoul model in GECK. In GECK, load up your plugin, go to the Object Window, find Actors - Creature, now type in the filter box: ghoul Select one of the Feral Ghoul types, CrFeralGhoul1A is a basic Feral Ghoul. Change the ID to suit your new Ghoul, maybe add the name of your mod to the begining of it to allow you to filter find it fast. Give it a Name (Feral Ghoul in Armani, Polka Dot skinned Ghoul, whatever.....). Once you click OK, you'll have created a new Feral Ghoul you can use in GECK. But it will look the same as the model you chose to modify. To give it a new model, open your newly created Ghoul & go to the ModelList tab. In here you can choose a new model to use for this Feral Ghoul, untick the old model in the list & tick the new model (as long as you placed it in that Ghoul folder mentioned above it should show up in the list). By clicking the Preview box at the bottom you can view the Ghoul in the side Render Window of the Creature details. Click OK & it's ready to place somewhere & check it out in game. Handy detailed guide to what all the settings in the Creature box do: http://geck.bethsoft.com/index.php/Category:Creatures Hope this helps! Prensa
