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prensa

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Everything posted by prensa

  1. chucksteel - Hello! The Nuka Fountain is neat but I love the crib mobile. :) You even repositioned the little rocket ships to all point the same way. Brings the model to life. Prensa
  2. pixelhate - Hello! "Not a statue, per se, but I was thinking of the mobile (meshes\clutter\toys\mobile01.nif) as a suggestion." Oh the little rocket ship Baby Mobile! That would look cute spinning above a crib. :) Prensa
  3. chucksteel - Hello! Those animated signs look great! Particularly like the GNR Plaza with the dual rotations. I've been playing with animated statics recently too, you can get some fun results. :) "Any Ideas?" Like Ranx31 I immediately thought of the Nuka Cola fountain. :) I also thought the creepy Obelisk in the Dunwich Building would be fun if it did something, not sure what could be animated there though. Prensa
  4. Il Conqueror Il - Hello! "but I need to find a way to have the game actually use them" To replace vanilla textures is very straightforward. The game's textures are stored in archives called .bsa's. If a loose texture is placed in Fallout 3's Data folder in the same path as the original is in the .bsa, the game will use that new one instead. So you can simply "slot" new textures into the game without the need for an .esp if it's intended to replace vanilla assets. The caveat being you must use a form of archive invalidation to ensure Fallout 3 does as it should & use the loose file over the .bsa original. You can unpack the the original textures to use as a base for your modifications by using something like FO3 Archive Utility: http://fallout3.nexusmods.com/mods/34 I actually use the BSA Unpacker built into Fallout Mod Manager (FOMM) but the above program will do if you don't have that installed. For example, for the Outcast RoboBrain texture, you'd use the archive unpacker to extract: Robobrain_outcast.dds Robobrain_outcast_n.dds Which are in: Fallout - Textures.bsa Under the path: textures\creatures\robobrain Once you've edited those textures to your satisfaction you'd place them in your: Fallout 3\Data\Textures\creatures\robobrain Creating any folder in that path that you don't already have. The game will use your new textures, if you use the built in archive invalidation in a mod manager like NMM or FOMM then you'll need to turn it off & then back on again for the texture to show up. The other robots you're after would be done in simillar fashion, sentrybots & the others will be in their own folders within creatures like: textures\creatures\sentrybot sentrybot_outcast.dds sentrybot_outcast_n.dds You can filter them out in tthe archive tool by their name "sentrybot", "Protectron", etc.. To return the game to using the original textures you simply delete the loose texture you placed in the folders. "As you can tell I'm very, VERY new to modding" Welcome to modding! It's very addictive once you start getting your head around things. :) Hope this helps! Prensa
  5. ducttapetoiletpaper - Hello! "I apologize but I actually have one more issue I've just ran into" I've never set up a Radio station myself so I'll be very limited use here. "He added the two topics which were the songs, but when I go to add the topics, the songs I've put in aren't listed in the topics." From what I can see you need to make sure you've gone to the Radio tab within your Quest & not the Topic tab. Once in the Radio tab you can create topics by right clicking under Editor ID & Add Topic. Once created select your Topic & go to the info box, right click - New & a window will pop up. In that pop up will be a Sound File box with "Select TESSound" where your added tracks should be listed. As I say, I've not made a Radio Station so I'm not the best to advise on this. :) There is another Radio guide that may be of use to you in the Nexus Wiki, here: http://wiki.tesnexus.com/index.php/Adding_a_custom_radio_station Hope this helps! Prensa
  6. ducttapetoiletpaper - Hello! "Huh, that's really weird how I never had a Sound folder" Vanilla sound assets are packed in the Fallout - Sound.bsa so you won't have a Sound folder unless you had a mod that added sound. Happens with Meshes & Textures folders too but I never knew GECK would refuse to open like that without the Sound folder. "but it works now! Thank you, I really appreciate your help." Glad it's working! All I did was check your hunch. :smile: I'll remember this in case I ever see anyone else with the problem. :smile: Happy modding! Prensa
  7. ducttapetoiletpaper - Hello! "but I have noticed I don't have a Sound folder." That's your problem, I just checked by renaming my Sound folder with a z at the end & GECK would indeed not open up to add a sound just as you described. Funny, you'd think GECK would just default to the Data folder. :smile: Make a Sound folder in your data where your Textures & Meshes are. That's where you need to place custom sounds anyway. Your custom sounds can be in a uniquely named folder within the Sound folder to help keep them organised. Prensa
  8. palingenesis21 - Hello! "Commando is for M60 Machine gun ;-) End of first video" :D It's a cool collection of weapon sounds. Prensa
  9. NavaroBL - Hello! I'm not sure which wall piece that is but there's often a corresponding floor piece with a corner type thin column built into it that completes corners like that by capping the gap. For example the Office kit pieces have: OffRmCorOutWallL01 They normally use CorOut to denote them & come in various versions depending on which corner they are for. There may also be a corner wall piece that's used for joining two straight walls. You can sift out all the kit pieces for the kit you are using by entering it's prefix into the Filter box in GECK's object window. For example to find all the office kit for the piece I mentioned I'd put OffRm into the filter. If you can't find pieces like that, check to see how Bethesda used that segment. To do that right click on the wall piece in GECK's Object Window & select "Use Info", a window will open with all the instances in game of where that piece is used. Clicking on one of the locations will take you there & you can see how the piece was set up. If all else is unsuitable, you can place a Column or pillar at the gap, it's often a handy solution for custom builds. There are many columns & pillars that can be used & they can also be scaled to fit. Type column into the Filter box in the Object Window, or pillar to find one that fits in with your setting. Many a visible seam or gap has been hidden by a column. :wink: Hope this helps! Prensa
  10. ducttapetoiletpaper - Hello! After clicking on Add Sound you should get a window open where you can browse to your placed sound file. I remember someone else having a similar problem, pkleiss wrote up a good check list to troubleshoot it here: http://forums.nexusmods.com/index.php?/topic/1158604-unable-to-add-new-sounds-in-geck/ The problem there turned out to be the first solution on that list, patching GECK to 1.5. Many people don't realise GECK has a patch that fixes several bugs: http://geck.bethsoft.com/index.php?title=Bethsoft_Tutorial_GECK_Setup Direct link: http://download.zenimax.com/fallout/3/geck/Fallout3_GECK_1.5_Update.exe If not try some of the other suggestions on pkleiss' list, right clicking on GECK & "Run as Administrator" would be my next best guess if patching does not fix it. Hope this helps! Prensa
  11. GowiHasti - Hello! "I want to work on some custom character heads in blender." Depends on what you mean here, character head meshes or specific NPC's faces. Face's are controlled by FacGen data which are settings & not separate models. FaceGen data for individual NPC's would be tweaked with sliders using GECK. All NPC's & even the player use a basic head that's tweaked by FacGen data to have different appearances. The head itself is a model, a .nif. There's several head models in game for elderly, males, females & children. "I have a script for .nif's but I have no idea if its possible to extract them and if so, how to." If it's just models you're after, they are easy to extract. The models/meshes are in the form of .nif's & are packaged in .bsa's which are basically archives. Fallout 3's meshes are all in the Fallout - Meshes.bsa, the DLC's all have separate .bsa's. You can unpack the model you want from the .bsa files with something like FO3 Archive Utility: http://fallout3.nexusmods.com/mods/34 I actually use the BSA Unpacker built into Fallout Mod Manager (FOMM) but the above program will do if you don't have that installed. Head models are in: Meshes\Characters\Head As mentioned there are several types like: HeadHuman.nif HeadFemale.nif HeadChild.nif Headghoul.nif For an example there have been custom head meshes released to add more or different details like this mod: http://www.nexusmods.com/fallout3/mods/19674/? Mods that change faces of NPC's en masse using Geck to change their FaceGen Data would be something like Fallout 3 Redesigned - Formerly Project Beauty HD: http://www.nexusmods.com/fallout3/mods/6341/? Hope this helps! Prensa
  12. palingenesis21 - Hello! Your gunshots sound really good! The level of the AA12 sounds about right to me going by the Youtube video. Certainly did not seem too quiet or weak, sounds like a healthy blast of lead shot. :D Very good sounds for the Browning & Minigun also. Don't forget in game sounds like gunshots can be adjusted from Fallout 3's main menu - Settings - Audio & adjusting the Effects slider. I've found it's best not to go too loud with weapons as deafening gunshots can be more annoying than fun. :) "Expendables, Terminator 3 Movie, Predator Movie" Not raided Commando (1985) yet for weapons sounds? :D Prensa
  13. palingenesis21 - Salut! "I don't see the option "Amplify to tick Allow Clipping "" It's in the second from the top Effect called in French "Amplification". The "Allow Clipping" setting in French is called "Autoriser la saturation". http://i43.tinypic.com/2wqh941.jpg With that ticked you can raise the volume more but clipping can have fuzzy effects on your sound. Sometimes you can use the Effect "Normaliser" first to tighten up the sound so that you can amplify it a bit more without having to resort to "Autoriser la saturation". "Amplification des basses" is the French name for the Bass Boost I mentioned before that could also be of use to you, it's the first Effect listed. Hope this helps! Prensa
  14. palingenesis21 - Hello! "but I have bad English skills so To understand "Minimum attenuation distance", "Maximum attenuation distance"." Don't worry, it's kind of hard to grasp with good English skills. :smile: Minimum Attenuation Distance is the distance from the sound's source at which it is at it's loudest, after which the further you move away from it the volume fades. For example standing even some distance from a canon & the volume would be high. On the other hand you wouldn't need to move far from a mouse before the sound dropped off. Maximum Attenuation Distance is the distance from the sound at which point it cannot be heard. Static Attenuation is the closest thing to volume control, generally the further away from 0 the lower the volume will be. It's best to have custom sounds at the volume you want in game or higher as it's easier to lower the volume than to raise it in GECK. I know you said you're using FO3Edit but you might find GECK easier to adjust sounds as it has sliders & you can look at vanilla sounds to compare much easier. GECK is pretty straight forward & easily picked up. "My issue is AA-12 Automatic shotgun Rifle sound that I have extract from Expendables Movie (Hale Ceasar Weapon at the end). I have succeeded to isolate one shot, but in game, sound is not stronger than in the movie." Neat. :smile: The best way to set up sounds is to find a similar sound in GECK so you can use it's settings for your custom ones. In the case of weapons there are 2D & 3D versions of Gunshots used. Since you're adding shotgun sounds use the Combat Shotgun Sounds as a starting point. Find the Combat Shotgun sounds & make them unique new versions to avoid overwriting the originals & point them to your custom sounds. That way you have the settings as vanilla would. For increasing sound files volume I use Audacity - Effect - Amplify. There is normally a limit to how much you can amplify a sound before it "clips" out of range. There's an option in Audacity - Effect - Amplify to tick Allow Clipping in order to squeeze more volume. However clipping can cause audio distortion so don't push it too far & listen to the sound & see it it's still good. Bass Boost can also increase the weapon's throatiness. Hope this helps! Prensa
  15. NinjaSushi2 - Hello! Several people have had a problem with unpacking both FWE archives properly & end up with only half of the files. Seems it's easy for them to appear to have been unpacked but not be as it's a double archive. The problem & solutions was discussed here: http://forums.nexusmods.com/index.php?/topic/249837-textures-are-bad/&do=findComment&comment=2494941 Could be the cause of your missing files so double check you've got that two part FWE archive completely unpacked. :) Hope this helps! Prensa
  16. Auslander66 - Hello! Great, glad that fixed it! :) Happy to help! Prensa
  17. Auslander66 - Hello! Only thing I can think of, if it was working fine before but stopped working now, is that another plugin is overriding your new .esp with the changes. Did you make a Merged Patch with FO3Edit? If so that may have taken the changes from the original instead of your cahanges. Run FO3Edit & find your .esp, expand it's details & left click on the changes to the teeth so that the details come up on the right. On the right will be columns for every plugin making changes to the XENH Race, there should be the one you made an .esm & another column for your custom .esp. If any other column comes after your .esp (like a Merged Patch for example) that will override your changes. If it's a merged patch you can delete the changes that contradict your .esp so that your .esp has the last word & the teeth show up. Just remember to remove that bit whenever you make a new Merged Patch. The only other thing would be to make sure the actual teeth files are still placed in you Fallout 3 folder correctly Hope this helps! Prensa
  18. AntCFCPerkz - Hello! The only thing I can think of off hand would be Marts Mutant Mod (MMM). Marts Mutant Mod - RC 62 by Martigen: http://www.nexusmods.com/fallout3/mods/3211/? With MMM increased spawns you can get some wild battles going on, the Capitol building steps usually has a serious gun battle going on between Super Mutants, Talons & after a certain point The Enclave. You can adjust spawn settings to suit your rig (more enemies AI eats up resources) & your tastes. :) MMM also adds greater variety to enemies with new textures & even new creatures plus it's highly customisable with an in-game menu. Hope this helps! Prensa
  19. Lazarous He,he, neat mash up as long as he stays on your side. :D TERMINATOR Cybernetic Dawn by Ocular Dissonance is cool, I particularly like the EndoSkeletons they've got. If you get TARDIS by Murfy27 then you can make an even quirkier TV/Film blend. :smile: Prensa
  20. palingenesis21 - Hello! "What flags to enable / do not activate in FO3Edit? What values​​? Attenuation db or not attenuation db ?" The different sound settings are explained here: http://geck.bethsoft.com/index.php/Sound Static Attenuation is the main setting adjusting overall volume, though it's typically used to make the sound quieter with 0 setting normally leaving it at it's maximum. I've found it's best to start with a loud sound as GECK seems better suited to making sounds quieter than making them louder. "I've done everything that could be done, using various software tools audio: Wavosaur, Adobe Soundbooth ..." I use Audacity, it's a very commonly used sound program that's simple to use & free: http://audacity.sourceforge.net/ Within that there's a Tab called Effects with "Amplify" listed under that. Amplify is handy for boosting sounds & I've used it to give some pep to sounds. "BassBoost" Also under Effects can help too. Hope this helps! Prensa
  21. thebulletproofvip - Hello! "@prensa Thanks a lot" Happy to have helped! "That's exactly what I've been looking for since this game came out" You wouldn't believe how many times I tried to fix it, I just didn't have the knowledge until much later. I don't think many have spotted my fix for it. :) Prensa
  22. squallrinoa - Hello! "it randomly crashes/freezes in the wasteland, only always on different places" Sounds like the Fallout 3 multi core bug. Fallout 3 has trouble with multi core computers, mainly with ones that have more than two cores & use hyperthreading. It takes the form of random freezes that lock up the game & usually require Task Manger to exit the game. There is a fix, you need to edit your Fallout 3 .ini file. The one you want to change is: For XP: My Documents\My Games\Fallout3\ For Vista & Win7: Documents\My Games\Fallout3 The file you want will be called: FALLOUT.ini Open the .ini with Notepad & change this line: bUseThreadedAI=0 to: bUseThreadedAI=1 & insert this line under it: iNumHWThreads=2 Save & close your ini. Hope this helps! Prensa
  23. STE41k - Hello! Glad to have helped! Prensa
  24. Pitrus - Hello! "I used to have a mod called Apocalypse Armory," I know it well & use it still, Thogun was an excellent modder much missed. "However after realizing it wasn't my thing and uninstalling it I now notice a lot of NPCs running around unarmed and I figure it's because the weapons from AA are no longer in the game." If you remove a weapons mod then any enemy that spawned while it was in will loose the weapons that it provided. Any enemies that hadn't spawned at the time of removal will spawn with vanilla weapons (or other mod weapons if you're using something else). Don't worry, this won't be permanent. :) "Is this something that will correct itself if I wait long enough, or is there another way to fix it aside from starting a clean save?" Next time enemies respawn, about 4 days with the vanilla game & up to 9 days with FWE, they should be fine. Hope this helps! Prensa
  25. pixelhate - Hello! "So there's no known way to interrupt a looping sound with a value (like StopSound: SoundName)" Not that I've seen, there could be of course. I know there's not a stop sound for scripting, many have asked in the past. :) Quite odd since it seems such an obvious command. Activators can have a Looping Sound set, not sure if that comes on when they are activated or not. I'm not sure, not used it myself. "So, either I make the sound the exact length of the sequence and play it non looped. (I like when everything is in the nif, I find it more elegant.) Or I use the sneaky method you described (which was my actual workaround)." I think those are your only options. The enable/disable of a sound object works great, as I mentioned I used that method on a shower. That's pretty much the only looping sound I've used. As long as the object that needs the loop is static in one location is the only real limitation as it needs to be near the static sound object. "I have the same in my work" Shower was fun to make, I recently made an animated turning knob to switch it on & off. :) "If have a custom sound, named PixSound01, placed in Sound\fx\Pix, how do I type the value in NiTextKeyExtraData ? Sound: PixSound01 doesn't seems to work. Is there a prefix that indicate to look in the custom folder ?" You must set the sound up in GECK first for it to be a viable sound for the mesh to use. Sound: PixSound01 is correct, provided "PixSound01" is what you called it in GECK. Important to note it's not named after what the file in the Sound folder is called, it's the name given to the sound in GECK that you use (obviously if the two are named the same then is that name :) ). So if you set up the sound in GECK to be OBJPixSound01 that points to PixSound01.wav then your mesh would use: Sound: OBJPixSound01 Prensa
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