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Everything posted by Fallout2AM
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Setting texture paths in NifSkope doesn't work
Fallout2AM replied to SGTbayk47's topic in Fallout New Vegas's Discussion
With nifskope. You edit the path and write it correctly, like in vanilla >>> textures\<subfolders>\my_file.dds -
issues with custom containers...
Fallout2AM replied to NachoNinjaGnome's topic in Fallout New Vegas's Discussion
You're welcome :) Good luck with the house :) -
issues with custom containers...
Fallout2AM replied to NachoNinjaGnome's topic in Fallout New Vegas's Discussion
I'm going to send you a PM with the link -
issues with custom containers...
Fallout2AM replied to NachoNinjaGnome's topic in Fallout New Vegas's Discussion
If you want it as container I can take a look at the mesh right now -
ScriptEffectStart and then some!
Fallout2AM replied to DaemonGrin's topic in Fallout New Vegas's Mod Troubleshooting
Script effect blocktypes are not required on effects, you can even use a GameMode. By the way, NVSE 5.02 has a HasEffectShader ported from OBSE that could help. -
issues with custom containers...
Fallout2AM replied to NachoNinjaGnome's topic in Fallout New Vegas's Discussion
Mmmh if the mesh is not from a container but still a vanilla mesh, you can simply create a new container starting from an existing one and then put the new path for the model (you can either exctact the mesh or use xEdit to edit the path) If the mesh is a custom mesh, then there could be an issue with the nif itself, like a lack of collision or it's a NiNode instead than a BSFadeNode -
When you'll arrive at the point to script the scene, here's a useful link to start with it
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If you are pretty new, probably it won't be too easy, it involves some scripting. I once wrote some sort of goofy tutorial about some cutscenes, but I've lost the link, let's say. But you could take a look at this mod, it uses the same concepts on cutscenes.
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I mean that if your ESP is just a creature, you probably don't require FalloutNV.esm as master, you could change it and open it using the GECK for FO3 (or simply redo everything inside GECK for FO3). The ragdoll window in NV GECK is broken, it CTDs. But it works on FO3 GECK. Now... If I simply duplicate a part data, creating a new ID, on the dropdown menu it will remove the ragdoll informations, ok? just like in your new creature, it tells me NONE. But if I open the mod with FNVEdit, it tells me that instead I have these ragdoll datas. If also open it with FO3 GECK, and go in Ragdoll window instead than in Body Part Data, I still will see that it is used. TL;DR: if you add the ragdoll informations via FNVEdit, it could be that the dropdown menu still says NONE, you should verify it on the Ragdoll window (but you can open it only in FO3 GECK) To make a different example, check the FO3 robobrain, it has 2 different Body Part Datas, one is named something like RoboBrainBodyPartData, and another one is named like MQ03RoboBrainBodyPartData. I'm going completely by memory, so I probably will be wrong with the names. However, both these part datas use the robobrain ragdoll, but in one of them you will see that the dropdown menu points to NONE, but if you open FO3EDIT you will see that it points to the right Robobrain Ragdoll. I hope I didn't do too much mess... EDIT: wait, let me add a screenshot, it's easier :smile: https://drive.google.com/file/d/0B3LZT60RR7SXVF9EUF9VWTU0RkU/view?usp=sharing
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I did few experiments, it seems that what counts is not the dropdown menu (I can have NONE but in FO3Edit I still will see the ragdoll datas) but what it's in the Ragdoll window. If you have FO3-GECK and you can remove temporarily the dependency from FONV masters, it could deserve a look in the Ragdoll window out there
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Inside the Body Part Data, there's a Ragdoll drop-down menu where you can select existing ragdolls.
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Needing some help wrapping things up...
Fallout2AM replied to sullyvanj93's topic in Fallout New Vegas's Mod Troubleshooting
You're right, I didn't read that "(and all other vanilla companions)" At this point, the only guess I could make is you modified some vanilla record. If you can't get out from there, if you PM me the ESP I can take a look -
Mod Creation - NVSE Array Assistance Needed
Fallout2AM replied to Johnathon's topic in Fallout New Vegas's Discussion
you're welcome :) -
Mod Creation - NVSE Array Assistance Needed
Fallout2AM replied to Johnathon's topic in Fallout New Vegas's Discussion
then there's a kind of magic, because I compiled that correctly in my GECK... :wink: with and without Compiler Override -
Mod Creation - NVSE Array Assistance Needed
Fallout2AM replied to Johnathon's topic in Fallout New Vegas's Discussion
EDIT: it compiles, the error was in another place. ScriptName JSTexasRangersRadioSCRIPT short nStory; short bDoTransition; short NextSonga; short nTracksPlayed; short playNextNow; short RandGen; short TrackCount; array_var aPlayedSongs Begin _GameMode if aPlayedSongs == 0; set TrackCount to 92; set playNextNow to 1 let aPlayedSongs := Ar_Construct "array" set NextSonga to 1; endif if playNextNow == 0; Not time to play the next track yet. Exit the script. return elseif playNextNow; Time to randomly select the next track. if eval (Ar_Find NextSonga, aPlayedSongs) == Ar_BadNumericIndex; THIS IS THE LINE WITH ISSUES ; It's not in the array. We need to add it. Ar_Append aPlayedSongs, NextSonga if eval (Ar_Size aPlayedSongs) == TrackCount ; HERE WAS THE ERROR Ar_Resize aPlayedSongs 0 endif endif ; Time to generate a random number. set RandGen to rand 1, TrackCount; if eval (Ar_Find RandGen, aPlayedSongs) == Ar_BadNumericIndex set playNextNow to 0 set NextSonga to RandGen else return endif endif End