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prensa

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Everything posted by prensa

  1. AxlDave - Hello! "so if a texture has a suffix of _em, I assume that is Slot 6 - Environment Mask?" That's correct, the last slot. Nifskope is numbering the slots with the first being 0 so the last slot is numbered 5 rather than 6. :smile: Enviroment textures will have _e on them. "Apparently no-one else has as googling it shows there are no topics or solutions about it." Yeah, I had a quick look around too with no luck. "Could it be that Nifskope has just installed badly?" It seems possible, changing textures is a minor tweak & shouldn't cause Nifskope to hang when reloading. Are you using the latest version of Nifskope, 1.1.3? http://sourceforge.net/projects/niftools/files/nifskope/1.1.3/ "Also I seem to remember reading somewhere that it was a good idea to have a clone Data folder to store textures and meshes in, however nowhere else mentioned this and one other site actually specified that the textures and meshes be in the proper Data folder. " Never heard that suggested before, I guess an alternate Data folder would be of use to keep working textures & meshes seperate but sounds like more hassle than it's worth to me. :smile: I just have my own folders within the normal Textures & Meshes folders to keep things tidy. I think that is the norm. "However, the problem that persisted was that of having no purple flower or texture path in the Block List window, as you can see on both screenshots. I was under the impression that having these was fairly necessary, though I don't know why." Well you don't really need the flower icons as you can set texture paths manually by pasting them in however it would seem to indicate something is wrong. If your Nifskope is the latest version, you can check by going to Help - About Nifskope, then a few more questions come to mind. Are you running Vista or Win7 & if you are is Nifskope installed in your program files? If so it could be a simple UAC problem, Windows not allowing Nifskope proper acces because of it's location. Right click on Nifskope & "Run as Administrator", you can find Nifskope in your Start menu in a folder called NifTools. Now check & see if the purple flower icons are there & if you can save & reload meshes properly. If still no joy, try reinstalling Nifskope. Perhaps something went wrong on the previous installation. Hope this helps! Prensa
  2. NekoMaster - Hello! "Instead of a scattered shot, they fire a single shot like a rifle" Did you set the #Projectiles to more than 1? #Projectiles is listed in the Game Data tab of your weapon & needs to be set higher than 1 for multi shot weapons like shotguns. Vanilla combat shotguns are set to 9 for example. Hope this helps! Prensa
  3. AxlDave - Hello! "Okay, found the textures in the Block Details bit. There are 6 entries, I believe the first three are for basic, _n, and _g respectively. What are the other three for?" That's correct, Diffuse, Normal map & then Glow map. It's then Height/Parallax, Enviroment then Enviroment Mask. Never used Height/Parallax myself or seen it used. The Enviroment & Enviroment Mask are used for surface effects like chrome or glass with the mask used to block certain areas from using said effect. If you hover over the word "Textures" in the BSShaderTextureSet block in Nifskope you will see a list of what each slot is for. That's a handy trick actually, hovering over various headings in Nifskope can often bring up useful information. "but I have neither the flower nor the path." That is odd, not seen that before. Have you told Nifskope to Auto Detect the game paths? This needs to be done once when you first set up Nifskope. In Render - Settings under the "Rendering" tab click on the "Auto Detect Game Path". That second to last Nifskope screenshot has the diffuse texture path in meshes! Meshes\Creatures\Sentrybot\robcotex.dds Textures must be within the Textures folder. I see in the last screenshot you've got correct texture paths. "Save As .dds texture." For most normal use the end .dds should be either DXT1, DXT3 or DXT5 depending on whether the texture needs an alpha channel for transparency or you're wanting specular maps for the normal maps to add shine to the surface. Formats like A8R8G8B8 should be avoided normally as they don't always work as expected with specular maps & transparency but most importantly they're huge & hog resouces in game. Hope this helps! Prensa
  4. Hehe... Would love to hear that in-game actually. Zazoomah - Hello! It would be kind of fun wouldn't it? An Inigo Montoya Skyrim companion. :) Prensa
  5. KensaiTonada - Hello! You're not crazy, it was Brynjolf, it's listed on the Elderscrolls Wikia here under Trivia: http://elderscrolls.wikia.com/wiki/Brynjolf Now if you hear someone say "Hello. My name is Inigo Montoya. You killed my father. Prepare to die." in Skyrim then you probably are crazy. :) Prensa
  6. bumbelbee94 - Hello! Make sure in GECK that "Player Only" isn't ticked on your new weapon. Make sure that the Raiders have the right ammo for the new weapon, ammo is also added via the leveled lists & if your weapon is using something different than the vanilla weapons they can't use the new weapon. EDIT: I see pkleiss beat me to the ammo possibility. :) Hope this helps! Prensa
  7. rogat100 - Hello! Freezing is normally 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. 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
  8. DrPepper715 - Hello! "I also want the same thing to happen with a door. ex; The door to the location that I want locked during all quests up till the "Ring a-Ding-Ding!" quest, unlocks and become available for the player to enter." That's pretty straightforward, you can attach a script to the door & check on the status of quests with several of these: http://geck.bethsoft.com/index.php?title=Category:Quest_Functions Depending on what exactly you're after, quest stages or quest completed. Then use the "Unlock" command to set the door to unlocked: http://geck.bethsoft.com/index.php?title=Unlock Set the door to locked & requires key, with no key in existence it can only be entered when the script detects the quest is at the stage you want & unlocks it. "Another thing that I want to "finalize" is turning in holotags of U.S. Soldiers that you can loot, then for turning the holotag in you get a reward (basically the same system from FO3). I have the dialogue set up already but the problem is that I need the game to detect if I have the Holotags in my inventory or not so I cant just keep selecting the same thing over and over and getting infinite rewards when I have no Holotags." You can look at the Fallout 3 holotag scripts to see how Bethesda did. To check whether the player has any of the needed item in their inventory you can use "GetItemCount" in a script: http://geck.bethsoft.com/index.php?title=GetItemCount For example the line to check would be something like: if player.GetItemCount USSoldierholotag > 0 Player.removeitem USSoldierholotag 1 Player.AddItem Caps001 100 endif Where "USSoldierholotag" is the ObjectID of your holotags being checked for. That line will pass when the script is run if the player has more than 0 USSoldierholotags in their inventory. It removes one of the holotags & places a hundred caps into the player's inventory. "And finally, I have a crate that contains 7 radios in it that spawn different types of NPC's and I want the radios to become available only when A specific quest is completed." Just as with the door above, you can use one of those quest check commands to see when a quest is completed & use it to enable the crate, having set it to initially disabled so that it's invisible until needed. Or set it to locked like the door until the quest is finished. Hope this helps! Prensa
  9. Tangyboxhead - Hello! I'm not well versed in setting up dialogue, not done very much with that. To end a conversation you tick the "Goodbye" flag in the Topic. This means the player picks the option & the NPC will say the Topic & end the conversation, preventing the player choosing anything else unless they start another conversation. There is a detailed guide to Dialogue, including setting up choices simillar to what it sounds like you're after, here: http://geck.bethsoft.com/index.php?title=Quest_and_Dialogue_Tutorial#Dialogue_Topics Hope this helps! Prensa
  10. Tangyboxhead - Hello! "but I can not seem to find the models." Vanilla meshes are packed in a .bsa: Fallout - Meshes.bsa The DLC's have their own .bsa's too. A .bsa is an archive that Bethesda use to keep all their assets together nice & tidy. You can open it up with a tool, there's one built into FOMM under Tools - BSA Unpacker that can be used. If you don't use FOMM, there's FO3 Archive Utility by ScripterRon: http://fallout3.nexusmods.com/mods/34/? The file you are looking for is in: meshes\clutter\food\ There are two water bottles: waterpurified01 & waterunpurified01 "Also, side question, how do I make Things appear in venders and on raiders?" To add to existing vendors there's an easy to follow guide here: http://geck.bethsoft.com/index.php?title=Adding_items_to_vendors To add to Raider's inventory you'd need to modify their Leveled lists or add a new one to Raiders. For instance there's Leveled lists that determine Raider's weapons, armor & loot like: RaiderLoot 000BDA3B That one allows random caps or cigarettes to be added to Raiders that use it. More information on Leveled lists here: http://geck.bethsoft.com/index.php/LeveledItem & adding to leveled lists via a script here: http://geck.bethsoft.com/index.php?title=AddItemToLeveledList Hope this helps! Prensa
  11. Benuzis - Hello! In "Old" FOMM archive invalidation is over in the right hand list of options & called "Toggle Invalidation". Hope this helps! Prensa
  12. grandpauj1 - Hello! "Thanks for the help." Glad to have helped! :) "As far as the Duplicate cell part what I did was right click on my vault in the Cell Veiw, EditorID then Duplicate Cell. Changed the name in EditorID. Then Right click, edit, in the cell window I went to Interior Data and changed the name." That's the correct way, just make sure you edit the cell with "Copy" on it & not the original. "Now just to satisfy my curiosity would it have worked if i created a new exit/door in the Wasteland, deleted and replaced the door and marker in my cell and did the teleport part over? " You'd not need to delete the door in your cell, just connect it to the new exterior door via the teleport tick box as normal. Any previous door it was linked to would be ignored in favor of the new one you've set. You would need to finalize the navmesh again on both sides so that the door was linked properly for NPC use. Any cell that you duplicate in the above mentioned way will retain it's navmesh but not it's exits teleport data. Which is a good thing as you want new exits for the copied cell. Hope this helps! Prensa
  13. BareJag - Hello! There were two versions of the UF3P Broken Steel plugin, that part of the directions work for one version but are slightly different for the version on the Nexus now. I added an Addendum to the fix guide in the Discussion section of the UF3P covering this a while ago, it can be found here: http://forums.nexusmods.com/index.php?showtopic=401813 The alternate instructions are near the bottom, under the heading "Addendum:". Hope this helps! Prensa
  14. grandpauj1 - Hello! " the file is still in my data folder" The .esp you mean? You're not seeing your mod in game? Did you remember to tick it in your Data Files or mod manager if you use one? Make sure when you reinstalled that it was not to a new location, leaving your mod .esp in the original. That would mean your mod would not show up to be ticked in your load order. "I tried to "Duplicate Cell" rename it, do a small tweek and resave, but it wont create a new folder in data file" Not sure what you mean here, GECK won't make a new folder when you save it will make an .esp. To modify your .esp higlight it in GECK's File - Data window & "Set as Active file". If you're on Vista or Win7 & Fallout is in the Program files you may have trouble getting GECK to save into that location. If that's the case, right click on GECK & "Run as Administrator". GECK should now save you mod into that location properly. If your mod .esp is not functioning after some changes you can go back to an older version. GECK saves numbered copies into: C:\Program Files (x86)\Bethesda Softworks\Fallout 3\Data\Backup It'll be named something like: MyMod.esp.3.bak Copy the backup you want to your Data folder & remove the number & .bak from it leaving: MyMod.esp Hope this helps! Prensa
  15. Tehandyman - Hello! Freezing is almost always 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. There is a fix, you need to edit your Fallout 3 .ini file. "tweaking some things in the Fallout ini file." If that was applying the multi core fix then make sure you did not edit the wrong .ini or missed one of the two needed lines. It's a common mistake to edit the Fallout_default.ini that's in the Fallout 3 folder. 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
  16. LXD9 - Hello! "Installing with NMM is the problem, you need to install that using FOMM so that the body choosing script will work." Installing Type 3 AIO with NMM is fine as there's actually two different installers, one for Old FOMM & one for NMM & New FOMM. Just so long as you download the right Type 3 AIO version for your mod manager. :) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ thundernobbs - Hello! As Aonghus mentions, it's most likely an archive invalidation issue. If you're using the archive invalidation that's built into NMM, it has to be toggled off & then back on AFTER you install Type 3. Also make sure you have the installer version, Type 3 AIO, as the other seperate packs are meant for manual install & can't be downloaded direct to a mod manager. There are two installer packs, choose one depending on which mod manager you use. Hope this helps! Prensa
  17. FearlessFelix - Hello! I can answer some of this. :) "6. Update Fallout 3 to 1.7 by the official patch" There's no need for the official patch if you've got the Game Of The Year (GOTY), that's already the latest version 1.7.0.3. You can see Fallout 3's version by going to the main menu, selecting Settings - Display & it will be in the bottom left corner. "5. Disable Games for Windows LIve via the pretty much same-titled mod" This can also be done through Fallout Mod Manager (FOMM) if you use that as your mod manager, Tools - Install Tweaker - Use Fake XLive.dll. I use Old FOMM so I can't say for certain if New FOMM has that option too. "9. Edit the Fallout 3 ini to change 'bUseThreadeAI=0' to 'bUseThreadedAI=1', & add beneath, 'iNumHWThreads=2'" That's crucial if you've got a multi core computer as it fixes the very annoying random freezing caused by the Fallout multi core bug. Just make sure it's the FALLOUT.ini in your documents folder that you change & not the Fallout_default.ini that's in the Fallout folder as that's a common mistake to make. "My first question would be if in that process somewhere I should have used the ArchiveInvalidation Invalidated mod, and if so, where? " Archive invalidation refers to a bug where new mod added loose textures are ignored in favour of the original ones packed in the .bsa. Untreated this results in strange changing chameleon like textures on mod added objects in game. It's easily fixed with either the stand alone ArchiveInvalidation Invalidated or a built in version in your mod manager. FOMM has a built in archive invalidation tool that does the same job as the stand alone ArchiveInvalidation Invalidated. However, FOMM's version (as well as NMM) often needs to be toggled off & then back on again after installing new mods. ArchiveInvalidation Invalidated is the best option for taking care of archive invalidation as it is Activated once & then never has to be messed with again, no toggling like the FOMM or NMM versions. I've not had to do anything with mine since installing it years ago. I have seen instances of people that find the stand alone ArchiveInvalidation Invalidated does not work for them, in which case use the built in mod manager version instead. Just don't use both version together as that can cancel each other out. "I really want to get the Alien Blaster without having to go through Mothership Zeta first." The Alien Blaster at the crash site is actually part of the vanilla game rather than Zeta: http://fallout.wikia.com/wiki/Alien_crash_site As long as Mothership Zeta is not active you can visit the Alien Crash site & get the Blaster without starting the quest. Just leave Mothership Zeta .esm unticked as well as any Zeta related plugins like the Unofficial Zeta Patch before going to the crash site to collect the Blaster. "Can I add the UPDATED Unofficial Fallout 3 Patch to an existing game" I use the original UF3P rather than the Updated so can't say for certain for the Updated version but it's fine to add the UF3P into an existing game. I'd assume the Updated version would be fine too. Hope this helps! Prensa
  18. dbbolton - Hello! "failed to map parent link BSFadeNode|CombatShotgun" The branch you're trying to paste is looking for a BSFadeNode (the very top block) named CombatShotgun as that's the name of BSFadeNode in it's .nif. To work around this, before you copy the branch, rename the BSFadeNode in the CombatShotgun from which your copying to match the BSFadeNode in your weapon. Do this by selecting the CombatShotgun's BSFadeNode, go down to it's Block Details, by "Name" click on the Txt & paste in the copied name of your weapons BSFadeNode. You can then copy branch/paste branch to your weapon without issue. Don't save the changes in the renamed Combat Shotgun of course, it's done just so you can move Branches. It's often easier to copy your new weapon's parts into an existing weapon rather than move bits & pieces over to the new one. Hope this helps! Prensa
  19. DrTredBear - Hello! Happy to have helped! :) Prensa
  20. DrTredBear - Hello! No need to resave it through GECK to get your .tes named mod working. Just go into your Data folder & right click on it & rename the .tes to .esp like: MyMod.esp It will then show up in your mod manager & can be ticked & used as normal. Prensa
  21. DrTredBear - Hello! Remove the .tes, leave it with just .esp like: MyMod.esp & it should work just fine. To prevent it happening in the first place either allow GECK security access to your Data folder or just right click on the GECK.exe & "Run as Administrator", that will allow GECK to save files you're working on as .esp's. Also make sure the .esp's you're working on in GECK are not open in another program like FONVEdit at the time of saving as that would also prevent it being saved properly. Hope this helps! Prensa
  22. DrTredBear - Hello! Check the mods you are making are ending up in your: Fallout 3\Data EDIT: That will be your Fallout New Vegas Data folder in your case, I'm used to Fallout 3. :smile: If so, are they ending up named something like MyMod.esp, or is it being named with a different extension like .tes? If it has a different extension you can change that .tes to .esp & it should work fine. If your mod is not there at all it's probably been redirected to a hidden folder. Both of these things can happen if you're using Vista/Win7 & saving into the Program folder, it means GECK does not have clearance to save there. Try right clicking GECK & running as Administrator, you should be able to save as .esp's that way. Hope this helps! Prensa
  23. Hello! It's been reported in the bug report section, here: http://forums.nexusmods.com/index.php?/tracker/issue-9402-tracking-centre-almost-completely-gone/ Perhaps others ticking "YES" on the issue confirmation will help confirm the existance of the problem. My guess would be it's related to the recent Cluster move mentioned here: http://fallout3.nexusmods.com/news/991//? As that was about the time it happened. I'm just adding mine back in again, seems likely they can't be restored. Prensa
  24. LordPariah - Hello! I've used "Fake Fullscreen Mode Windowed - Alt Tab Fix by BUDA20" for ages & it works perfectly: http://fallout3.nexusmods.com/mods/16001/? BUDA20 has also made an updated version, "GameCompanion - Alt Tab Fix Gamma Screenshots and more" that can be found here: http://fallout3.nexusmods.com/mods/16478/? That newer one provides other options & settings as well as the borderless window feature of the original. Both versions work with FOSE but do not require it to work. Hope this helps! Prensa
  25. Hello! Same thing here, most tracked items wiped, just happened today. Tracked items were all from the Fallout 3 Nexus. Oddly a few tracked mods remained. Prensa
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