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humantis

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  1. Man, I looked at the VNPCFollower quest, the related script, and etc., in the GECK. I just don't know: I can't figure out why followers fast travel with you. Sorry. All I can do is bump it again.
  2. No, I didn't change the Normal map, because it doesn't appear to have anything remotely text-, star- or bear-like on it. I probably should have mentioned that I did (double-)check it, in my original post. :| For comparison, straight from the .dds', in Photoshop: Unedited. http://img233.imageshack.us/img233/3790/text1.png Edited. http://img230.imageshack.us/img230/93/text2a.png Normal Map (Unedited). http://img121.imageshack.us/img121/1176/text3normal.png Or are you saying that duplicating the Normal Map and creating a new one could help? Did you check the Specular Map, sir? :) It's almost certainly a different .dds - I'm not sure how this stuff is stored, but an errant highlight like that is almost certainly from a specular map. Specular highlighting is what makes surfaces "glint" when struck at certain angles with light. So it might not be called "Specular Map" but that's what you're looking for. Maybe it's called Shiny Map, for all I know. But I think you'll find that's the problem.
  3. I do believe that means he lost them. Does he really say it (I guess I'm asking you if you're sure!) when the enemies are dead, or is it just when he loses track of them/can't find them? If he does indeed say it when they've died, that's good enough for me, because Boone losing track of his enemies is extremely uncommon, rare enough that a false trigger wouldn't matter if it did occasionally happen. But I suspect that this is exactly the CombatToNormal situation I mentioned in my first post, which does not correspond to a combat victory - it literally only happens when an NPC abruptly drops out of combat, due to losing his target. As far as I understand. Ya made me fire up the GECK! Let's see here. OK, CombatToNormal voice clips are played when combat ends in normal ways - that is, CombatToNormal is not a rare condition; I was wrong about it being uncommon. Boone says boilerplate things like "Guess we made it." and "All clear." which would apply to any reason combat would end, such as if you ran and the enemy lost you. (Incidentally, "Gone now." is AlertToNormal, where he cancels his alert status, and "Gone for now." and "Gone. Huh." are LostToNormal, which appears to indicate, if he lost the enemy - but specifically is searching - and then he gives up the hunt.) Any experts care to weigh in? This is turning out to be a mildly interesting question - I'm actually learning a lot. I'd say on the face of it it looks like the behavior I want would have to be scripted in, since I can cause the NPC to pipe up when combat ends, but combat won is a subset of combat ends that isn't handled specifically. EDIT: I just noticed that Boone checks if he is in fact Boone in the Conditions on the right, before he says these things. Interesting. I don't know why he'd have to find out if he was in fact himself, but that is what the script does. So I was rooting around through the Conditions, on the bottom. I looked up maybe 10 or so that sounded promising, in the GECK wiki: GetDead, GetAttacked, etc., and none of it is really relevant. How about this, experts: If I just left combat, and I just gained XP, assume that those two weren't a coincidence (obviously I could be picking a lock right as Boone kills a mole rat, but I certainly consider that unlikely). How can I have a condition that checks both? Possible? EDIT2: He is checking if he is himself because his dialogue is assigned by a "follower dialogue" quest that is assigned to all followers? Anyway, just learning, anyone with actual knowledge weigh in please.
  4. Hey - thanks for the reply. Definitely an interesting suggestion. It's not a specific group of enemy though, that I wanted; I wanted it to be anytime combat ends by any arbitrary enemy or group of enemies being killed. Of course, I'd only want the voice clip to play like 25% of the time it triggers, so the player doesn't decide to throttle the NPC, but this can safely be considered side details. I am having really hazy ideas in my head of how Oblivion XP tracks player kills and combat and whatnot (since I think that's basically what I want it to do), and it's a nightmare and pretty much requires a script extender to boot. Isn't there a simple way to do this? Seems like there should be.
  5. This is a post about trying to make a new mod; if it's in the wrong place, please move it, kick my butt, and accept my apologies. I'm never sure where to put stuff. What I'd like to do is have an NPC say something if and only if I and my party win a combat. That is, combat ending isn't enough. I would like it to be if combat ends with the last participating enemy combatant just having died. I looked through the Dialogue entries for NPCs, cluelessly. I added a new voice entry and tried to trigger it only on CombatToNormal - then I went to the GECK wiki and determined that CombatToNormal is a condition that almost never happens and definitely isn't what I want. Which is a pity, because as far as I can tell, replacing the entry itself worked flawlessly - this being only my second time or so, I was quite pleased with the power of the CS. There don't appear to be any inbuilt conditions like "CombatWon" or what-have-you that I can just use. I think I'm gonna have to do it in the OnCombatEnd block in the NPC's script, but there are of course many many ways Combat can End :P Is there a simple way I can check to see specifically if combat ended with all enemies killed? Thanks in advance, sorry for my newbery.
  6. Thank you! I installed NifSkope, and after cluelessly needle-in-haystack rummaging through random .nif files, which at least told me I was indeed wrong about what model to use (heh), I realized I could probably use FormID Finder to tell me the object; the model was ayefloatingisle.nif. Which in retrospect... seems rather obvious. :P I verified that it was the right model in NifSkope and everything looked right. So I copied ayefloatingisle.nif to ayefloatingisle_far.nif and reran TES4LODGen and now I can indeed see the floating island from far away! I know it's not an optimized mesh, but I'm no ninja and the mesh is pretty simple anyway; I'm just going to leave it as is. Thanks for the help!
  7. Thanks for the replies! This is pretty much the best site ever. DB: I mentioned that I use TES4LODGen in the OP ;) LM: I also forgot to mention that I use RAEVWD, which does indeed crush my performance utterly, but I love it. So really the issue (to explain it a little more properly) seems to be: Something about the giant floating island causes it to be ignored? by TES4LODGen. Or else the distant version is being generated but in-game it still won't show up. For some reason that doesn't seem likely to me; I think it's being skipped by the generator, but I don't know why. I thought that TES4LODGen would ignore .nifs that didn't have a _far.nif attached to them; so that's why I made a copy and ran TES4LODGen again; it didn't help. It's even possible that I don't actually know the real name of the model of the giant floating island object itself. (Upon further thought, I realized that's almost certainly not what earth.nif is. So even if I took the right steps I probably took them on the wrong model.) Is there a way I can 'preview' .nif files (preferably textured) so I can be sure I have the right one? I tried double-clicking/right-clicking and whatnot on .nif files in the CS, but I didn't really accomplish anything.
  8. Hi. I've downloaded this mod, Theryon. http://www.tesnexus.com/downloads/file.php?id=32699 What I would like, is for this giant floating island to be viewable when distant so when you look up in the sky, while standing on the ground, there's a giant floating island there. I would like that very very much. I am not sure how to do it, though. I looked at "DistantLOD" related entries on the UESPwiki and the Construction Set wiki but I'm the first to admit I don't understand this stuff at all. So I fiddled. I tried, for example, copying "earth.nif" - which appears ... maybe ...? to be the model file for the island object itself - to "earth_far.nif" and using TES4LODGen to regenerate the LOD. It didn't help, though. I looked at the landscape editor (The Construction Set wiki has a distantlod tutorial that says the relevant options might be in there) but I didn't really understand what I was looking at. I accidentally made a huge mountain on the heightmap and had to exit without saving my changes. So. I'm guessing this is really easy, I just don't know how to do it myself. May I ask for someone to show me where the clue is? I seem to have dropped mine. Thanks in advance!
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