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Fallout2AM

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Everything posted by Fallout2AM

  1. With nifskope. You edit the path and write it correctly, like in vanilla >>> textures\<subfolders>\my_file.dds
  2. In FO3 maybe, but in FONV would have been impossible due to its 100+ variants in the end. You are teleported in a room and some slides are projected, they change using vanilla function SwapTexture.
  3. If it wasn't so, everytime you load the game your companions wouldn't follow you and you should ask them again "do you want to come with me?". Their variables are usually stored in object scripts attached to them :)
  4. it already happens. if you create more instances of the same npc which has a script attached, every script will run on a different instance. So the DoOnce of a npc will be for him only, another npc will have its own DoOnce. I hope I understood what you mean.
  5. If you want it as container I can take a look at the mesh right now
  6. 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.
  7. 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
  8. Did the same for Willhaven, but it was a small world. I assume doing that when you have 1300 chunks isn't the best solution... :smile: Thaiauxn enlight us! :P
  9. When you'll arrive at the point to script the scene, here's a useful link to start with it
  10. 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.
  11. 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
  12. 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
  13. I always had the exact opposite problem, an english mod forcing non-english IDs to not show. If you'll narrow down which mod causes it for you, please drop a line here :)
  14. Inside the Body Part Data, there's a Ragdoll drop-down menu where you can select existing ragdolls.
  15. 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
  16. then there's a kind of magic, because I compiled that correctly in my GECK... :wink: with and without Compiler Override
  17. 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
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