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shubniggurath

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Everything posted by shubniggurath

  1. Hello world. Hello Community. I'm currently working on a bigger exterior Landscape. I already textured and cluttered it with the Region Generator. Now i wanted to generate the navmesh by making a new border region and hitting the button for autogenerating a navmesh (i used JCDenton2012's settings). For a time the program computed a lot and then it gave me one "BAD LAND HEIGHT" error after another. Now is searched a lot in the internet but nowwhere i found a solution. I already tried to change the landscape of the particular cells that gave out the error. I already deleted all objects in the cells to simplify the process for the GECk. Nothing helped. I beg you to tell me a working solution for this problem. And i would appreceiate it if you know another one than making the navmesh by hand. Because in that case i would have to click my fingers off... :sad: Greetings, Shubniggurath.
  2. Hey ho. I have a scripting problem. I tried to let an actors weapon skill level "level" with the player weapon skills. I wrote the code below, tested it (ingame: console->click actor->type "getskill smallguns/bigguns/melee..."->hit enter) but nothing changed. Except the smallguns skill. Here is the code that i use: scn a01shubnpcweaponskillScript short stopme ;stop variable short a01shubsg ;stores smallguns skill short a01shubbg ;stores bigguns skill short a01shubex ;stores explosive skill short a01shubme ;stores melee skill short a01shubun ;stores unarmed skill short a01shubsum ;stores the sum of all weapon skills begin onload if stopme == 0 ; This line should calculate the sum of all weapon related skills and multiplies it with 0.5 ; But it seems to just calculate the first skill (smallguns) set a01shubsum to player.getav smallguns + player.getav bigguns + player.getav explosives + player.getav meleeweapons + player.getav unarmed * 0.5 ; These lines store the sum of the actors weapon skill + the calculated player skill sum / 50 set a01shubsg to (getav smallguns + a01shubsum) set a01shubbg to (getav bigguns + a01shubsum) set a01shubex to (getav explosives + a01shubsum) set a01shubme to (getav meleeweapons + a01shubsum) set a01shubun to (getav unarmed + a01shubsum) ;And here i set the actors weapons skill to the calculated results setav smallguns a01shubsg setav bigguns a01shubbg setav explosives a01shubex setav meleeweapons a01shubme setav unarmed a01shubun set stopme to 1 endif end Have you any idea what i did wrong?! I don't... Could you please help me?
  3. You have to toggle your archive Invalidation (With the FOMM for New Vegas) or you have to change the Fallout ini file: search and change bInvalidateOlderFiles=0 into bInvalidateOlderFiles=1 That should help. Oh, and you have to move the "meshes" and "textures" folder into the "Data" folder of the game.
  4. Hm. judging by the load order, it should work. You could try to put [X] Survival of the Fittest - MMMF3.esp at the very bottom of the load order. Apart from that i have absolutely no idea what could help... sorry :( but my advices are not the end of the line. I'm sure that you either will fix it yourself or that somebody else can solve that problem... Greetings, Shubniggurath.
  5. What do you mean by "forwarding" it? If you can send me a link with the file itself, i can download it and will have a look at what you've done. I can give you a report on moday. I have no idea what else could cause this problem... Greetings, S.
  6. Well, either the script communication of that hunger mod is suppressed by scripts of other mods who have a bigger priority or the load order is not the fitting one. Uhm... I bet it's the load order. Manage to load that survival mods .esm file after the DLCs and after every other mod .esm file that you are running and put the survivals .esp file at the very bottom of your load order. That could help. If you want to try the thing with the priority, open the survivals mod esp file (if it hasnt one, make one) with the GECK, open the quest of the mod (if it has one) and in the first window give 5 point more to the quest priority. There could also be a mod in your load order, that changes a food item. in that case, the whole eating system will brake. This are the inly three things that i can think of. Greetings, S.
  7. Yes, there is a way to increase the cost of all items by making one simple .esp file. You just have to change the fBarterBuyBase <LI>fBarterBuyMult <LI>fBarterSellBase <LI>fBarterSellMult values in the gamesettings. open yuor Geck, make a new esp file, go to the gamesettings and filter for fbarter. The filter then shows these four entries. change the fBarterSellMult number to a lower one and the fBarterBuyMult to a bigger one. A value of 1.50 will make all items cost double caps. A value of 0.5 will cut all costs in half. Fiddle around abit until you have your desired outcome. Greetings, S.
  8. Hi. I have had that problem too once. I solved it by clicking the flag at the box next to "hand changed" in the cell property window. Greeting, S.
  9. Hi, I added a ghoul with edited animations to give him new custom sounds. I added the skeleton. nif, the ghoul mesh and all nessecary .kf files to the new creature folder. Then i multiplied a feral ghoul creature entry, and edited the creatures skeleton and model, so the new creature uses the new animations in the new folder. The problem is, that the edited ghoul just runs away, when he enters the combat. The creature is neither responding to my attack nor to an attack of another actor. I properly set up all AI settings, packages, voice types and factions. (Very agressive, Foolhardy, energy 50, responsibility 50, DefaultWandereditorlocation, DefaultPatrolCasual, FeralGhoulVoice, FactionFeralGhoul). Does anybody have a clue what i did the wrong way?
  10. as far as i know, the radroach will spawn if you reached the level that you set in the EncWasteland. The creatures from that list will spawn with two variables: 1: Random. 2: The creture in the list with the level number that mostly fits your characters level is will most probably spawn. So if you have a dog, that is set to spawn on level 1 and a mirelurk king, that is set to level 999 and your character is level 999 the mirelurk will spawn the most times. To prevent this, just set the level next to the creatures name in the list to 1. But a more better way is, to add your creature for every level stage to the list that it has. So if the list contains creatures with level 1, 4 and 5, add three roaches with the levels set to 1, 4 and also 5. With these levels i do not mean the level that the creature itself has, but the level, that is set in the leveled list. As far as i know, the most interior radroaches are set particular, not with leveled templates. So if you want to see your roach in a building, you will have to place them by hand. Sorry for the late reply, i have no internet at home.
  11. Hi, About the strange weather: Either you have set a non-fitting image space OR a strange weather type for your worldspace. In the worldspace window, rightclick on the name of your worldspace and give it another weathertype. Another help can be this very useful manuskript: http://fallout3nexus.com/downloads/file.php?id=11395 Greetings, S.
  12. I voted "Others": It was the Outcast Brotherhood, preserving technology for the greater good of mankind. And such complicated and dangerous mechanisms like doors shouldn't be used by some civil loosers. I mean, at least the door could open...
  13. Hi Necropagan. i have had similar things when i first started. To let you creatures spwn in the entire wasteland, you shouldn't place them all over it. That reduces the performance. In the GECK search in Actors->Leveled Actors for the entries "EncWastelandWeak". (or something similar). Then open it, and d&d your new creatures into it. These EncWastelandWeak list is a content list for a creature Template, that is placed in the GECK (the big white/green/red M-shaped things). These templates spawn one of the creatures, that are in their list. Do the same with the radroaches. One more thing: When i first started to add new creatures, my game started crashing on saving. I asked about that in the forums and a friendly member told be, to make an .esm file from m .esp file. Then i had no crashes with newly placed creatures anymor. Greetings, S. P.s.: About the non-appearing creatures: Either they have been eaten up by another creature or you accidently placed them in the outside of the worldspace "MegatonWorld" instead of "Wasteland".
  14. Senseless or senseful, all ratings are subjective meanings of the particular member. If the modder knows that, she or he will most likely not be crashed into the ground by a few negative ratings. But i can understand your point. Because on the other side Ratings are a nice thing to have for the ego. And many younger modders (i'm 103 years old) could easily drown in the dispear of a negative vote. And the reasons that the voter chooses should always be accompanied by a comment to clear the context of the rating. In my opinion that commentar is the most important part of the vote. Sure that's a reason why there is a comment-box in the vote-popup window. And about the frustration votes: The voter does have the possibility to return her or his vote. And aside from all this, a system is only as good as the people who are using it. And i din't want to insult anybody with this.
  15. http://www.fallout3nexus.com/downloads/file.php?id=8834 :tongue: If you only use the .esm without the .esp files it is a pretty nice "new clothes for npcs".
  16. I can't help you with the face, but until tomorrow or the day after tomorrow i can recolour the tunnel snake outfit for you. Something similar to the hairs could be found in one of the many hair mods. Greetings, S.
  17. Hallo Ravenring. Vorbereitung: Als erstes: Ich nehme an Du hast diesen FOMM heruntergeladen?! http://www.newvegasn...le.php?id=36901 Dann musst Du nur noch die mods herunterladen und in das Fallout3\Data verzeichnis kopieren. Hast du im entpackten Mod-Ordner die Unterordner "meshes" und "textures", so musst Du diese ebenfalls ins "Data"-Verzeichnis verschieben, ebenso wie eventuell vorhandene .bsa dateien. Dann kopierst Du die .esm und .esp Dateien ebenfalls in "Data" Verzeichnis. Falls eine mod keine .esm oder.esp Datei beinhaltet, braucht sie die jeweilige höchstwahrscheinlich auch nicht. Einstellungen: Öffne nun den Fallout Mod Manager (FOMM). Du siehst eine Liste der im "Data" Verzeichnis befindlichen mods. Als oberstes sollte die .esm Datei von Fallout NV stehen. Darunter die .esm dateien eventueller expansion packs. Und darunter musst Du dann die mod-esp dateien haben. Diese ganzen .esp und .esm dateien kannst du per drag & drop in die gewünschte reihenfolge bringen. Faustregel: Die .esm Dateien sind sozusagen die Pappa-Dateien der esp dateien. Die esp dateien kannst Du Dir also als Kinder-Datein vorstellen. So. Hast Du nun die gewünschte Reihenfolge hergestellt, klick einmal mit der linken Maustaste in die Kästchen neben den Dateien, die Du laden willst. Wenn Du eine mod spielen willst, die .esm UND .esp Dateien hat, musst du unbedingt beide anklicken, damit die .esp Datei auch die Daten aus ihrer .esm Datei laden kann. Jetzt klicke noch auf "Toggle Invalidation" und bestätige mit JA. Tue dies aber nur, wenn Du es noch nicht getan hast. Das ist wichtig um dem Spiel selbst mitzuteilen, das es auch Dateien aus Ordnern im Data Verzeichnis laden soll und nicht nur aus .bsa Dateien. So. Das wars. Wenn Du noch weitere Fragen hast, stell sie ruhig. Gruß, Shubniggurath. Nachtrag: Da Dein Spiel abstürzt vermute ich, das Deine Ladereihenfolge nicht richtig ist. Die Ladereihenfolge entspricht der Reihenfolge in der Du Die .esp und .esm Dateien anordnest. Achte darauf, das die FalloutNV-Grund-esm immer als aller erstes geladen wird, dannach die Zusatzpakete, dannach erst die Modifikationen.
  18. The only thing i didn't try is the editing of the Factions like you did it and the priority of the quest. I just gave them a new Faction (a01shubWstlndPet). Thanks for your replies and have a kudo! Greetings, Shubniggurath.
  19. Ok, that means i have overseen something very important... Uhm... can i download your pet mod to look into it how you did it? If so, i would have course credit you.
  20. Hi. Uhm... and if you let the script turn the activator -40° to the right and then define the firecone to be from 0-80° ? That could simulate a 40 to -40 cone. IF the activator gets turned in the right way.
  21. Hey Cyberweasel. I like the idea, i think the service of working robots would add a little more life to the daily routine in fo3. If you run into trouble with placing / editing the robots, feel free to ask me for help. If you want to i can help you with the scripts. Got a lot practice in that field :) Mittens: Could brake with a random script, that causes moira to play a repair animation. Shouldn't be that hard to write. Tenpenny Tower Due to the small room in the tower i'd suggest a small-scaled Robobrain. Canterbury Commons & Big Town Why not add one after the end of the "Superhuman Gambit" quest? Republic of Dave Agent Johnson: Oh yes! The presidents man. On this one a stealthboy effect while fighting would be great. Just an idea, that is too loud to ignore. Temple of the Union Gettysburg: Not complicated. Easy to make with an AI package that has similar conditions than the other ones of the same group. Meresti Metro Station Garlic would be my favourite name. The Citadel Oh yes! And sometimes he stands in the kitchen, preparing the meals. I already see the burning ovens :D Hey, i can't help you with the DLC modifications, but i'd like to help you with the other ones. If you want my help, just send me a message. Don't concern about a late reply of me, i'm on work at the moment and it can take a while to answear. Greetings, S.
  22. Hi baduk. I have added the greeting topic and set the creatures reference-name as an "IsId" condition, to restrict the greeting line to the creature. But it didn't respond. Uhm... could the HitCreature Faction prevent the dialogue to start?!
  23. Hi together. I am working on a petshop that sells creatures as companions and pets. My problem is, that i'd like to let the player communicate with them by dialogue. I tried to get that to work (Allow PC Dialogue flag checked, added an own voice type, added a quest with proper conditions & dialogue) but i was not successful. The creatures just don't react to the activaion by the player character. I oriented on the Dogmeat NPC to get it to work. Can anybody give me a good advice, a tutorial (well, i didn't found one) or a tip on this matter? Greetings, S.
  24. Hey, i have another question. I'd like to make a group of creatures to have the "no lowlevel processing" flag unchecked, so they can open doors et cetera if the player is not in the region. The point is, that i have Underground dwellers in a mod that should come to the surface at night. But the engine seems, unlikely with human actors, to only process their A.I. if the player once was in the cell, that holds the creatures over daytime. That was the point. The problem is, that the GECK always gives me the error report, that the creatures, that i unchecked the "No lowlevel processing" flag, are no more persistent. But i've seen, that some creatures do have this flag unchecked without producing this error. So how do i do that?!
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