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JoKelly

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Everything posted by JoKelly

  1. YES!!!! as in surprise and excitement. Or in the words of Mister Burns... "Exxxxcellent"
  2. your probably right, I've tried every fix I could find and nothing. so on a whim I went to my back up drive where I keep both a current copy of my game folder and a clean game install folder and copied the current folder over and Geck started working.
  3. I've recently run into a problem with GECK. First I've installed everything on a new computer the game runs fine, but then I boot up geck and fine goes out the window along with the babies bath water. Geck starts and it looks normal, then I open a world space any world space and as soon as it starts rendering buildings, markers etc in the render window a message appears about running into a problem and back to desktop. I've tried it with powerup, then just NVSE then just GECK and still the same issue. I've reinstalled, deleted, verified files, offered it dinner and a dance, even tried cash bribery still nothing. I've tried starting with no plugins, saved as a new plug in no changes, nothing opened, closed the GECK reopened GECK opened a world space and Crash back to desktop. It seems like every few months GECK just craps out and gives me errors and problems.
  4. just some advice, when modding with the GECK, save often, often defined as after every change you make LOL and then make a copy of your esp every few days or so, just in case. It really sucks to open your mod one day and find an entire town you spent a month on, gone, not a brick left and no aliens with probes in sight.
  5. there are some changes you have to make to the NIFs in Nifscope before skyrim Nifs can be imported into Blender, off the top of my head I can't remember exactly what they are. But if I have time I will look around and see if I can find what you need.
  6. you can apply a texture using Nifscope. the textures you use in blender can be place holders.
  7. you can script it to change using various "conditions" for lack of a better term.
  8. for those that need the FO3 geck, it comes with the FO3 GOTY on steam. I don't know if its available on steam by itself, or if it is legal for those that own it to share copies of the GECK. Any one know the answer to that? I would assume its fine to share, but thats all it is an assumption.
  9. LOL and Yes I am wanting to put together a team to help out with this MOD. Especially since I don't have a lot of time and I really want to get this puppy finished and out there. So drop me a Line and we can talk.
  10. it's just me I'm sure but I find 2.49 easier to work with than the newest versions. the newer versions are more capable of course, but not as easy.
  11. and some times its almost like the behavior of some NPcs is hard coded somewhere. at least three times Ive used an existing NPC as a base for a npc I created, and no matter what I changed, what packages i added and subtracted, the new NPC would do things the original model did. odd but there you go. most of those make any one a follower mods, create a copy of the NPC with new packages that becomes the follower or at least all of the ones I have looked through in GECK.
  12. okay, open your NIF, right click anywhere in your block list and add a BSAfadenode. Sorry its been a little bit since I've done this. to stripify, look at the bar at the top of you nif when in nifscope, go to spells, optimize, stripify, all trishapes.
  13. if Im not badly mistaken, you can change that using NIFscope. I have to look through my notes on it to be sure.
  14. try adding Power up and PU 1.4 that should help
  15. well still plugging along on this. currently I am stuck in another state with intermittent internet access and a truck with a broken axle. Joy! Had a odd error occur in the tully world space, all the buildings vanished and the water suddenly is above the land. I have no clue but am working to redo the whole thing. I should get some one to do some animations for me just to add a little zing to a few things. well thats is for now. signed Lost in Trumptonia.
  16. ActorRef.kill KillerActorRef BodyPart CauseOfDeath Example for an exploding slave collar, using an unused NPC ref for the killer (so no one in-game gets blamed for killing him): ExplodeyGuyREF.kill UnusedNPCREF 1 0 Body Part: 0 - Torso 1 - Head1 2 - Head2 3 - LeftArm1 4 - LeftArm2 5 - RightArm1 6 - RightArm2 7 - LeftLeg1 8 - LeftLeg2 9 - LeftLeg3 10 - RightLeg1 11 - RightLeg2 12 - RightLeg3 13 - Brain 14 - Weapon Cause of death: NONE = -1 EXPLOSION = 0 GUN = 2 BLUNT_WEAPON = 3 HAND_TO_HAND = 4 OBJECT_IMPACT = 5 POISON = 6 RADIATION = 7 Beat me to it... LOL one of the best things a mod maker can do is to explore the scripts of FNV using the GECK. all kinds of little nuggets hidden away in there. if you go into GECK and go into the freeside world space, look in the building across from mick and ralphs, there is a body there with a script attached that would help you out.
  17. so here we are into Feb. I'm in the middle of remodeling the house, packing to move and going to take a three week vacation when the house is finished and the packing is done .. I.e. Camping, kayaking and hiking in the mountains. Me and the Nibbler. the mod is coming along, multiple rewrites, working on a few new concepts to add like a readable news paper. I hope to have the dialogue script finalized and handed off to voice actors soon, hopefully before the vacation. Still no word back on the music permissions. Fingers crossed. the custom interiors for the custom buildings are in the works. For chuckles and a bit of historical nostalgia in a couple of buildings will be pictures on the walls of real old west Saloon girls, aka soiled doves aka prostitutes aka girls you don't bring home to meet mom. I'd love to have some one help with the textures, some one better than I am. So there it is, I am still plugging away at this thing.
  18. thanks... I dream of one day, being able to write scripts with out my brain leaking out of my ears.
  19. The problem was I was drawing a blank on how to register that each NPC had been talked (all four NPCs were assigned to one stage, instead of using a separate stage for each) to so that the stage could be ended and the next stage triggered. It was one of those nights, all I had to do was assign a short to each NPC and if all four shorts were met then the current stage was ended and the next stage started. if there is a easier way to do this I'd love to know about it. I am not a great script writer. Thanks for the interest, and sorry it took a while to respond. I'm dealing with alot of things in the real world currently.
  20. its pretty easy just download GECK and open the Bounties III esp. look under the quest tab, If I am not mistaken any thing Some guy added would have AA just before it. like AA bounties quest 1, that sort of thing.
  21. Except By me. :cool: :devil: well Purr, you got the keyboard mojo. Me I have a dog who hates keyboards LOL
  22. you might try CASM for skyrim. The FNV CASM did wonders for my Fall out game and you might want to try merging a few of your mods to lighten the load. I think there is a limit of 195 or 200 mods before the game starts getting glitchy. I might be wrong on that. even though I stayed in a Holiday Inn express once but I'm still no expert.
  23. this wont solve your problem but it should help, Clean out your save files and any screenshots you may have. Keep only the most current six or seven saves. Some one suggested that to me a while back and I thought the poster was an idiot but tried it any way LOL you can also try loading a really old save, if that works then try loading your current save once your in game.
  24. her suggestion of FOMM is a good one. personally I would use Loot, BOSS is no longer supported. But I've never really heard of BOSS screwing up a load order so its just a personal choice of mine. also whether you stick with NMM or switch to FOMM, when you install any mod that adds or alters meshs and Textures, you need to archive invalidate. when you open either one of the managers, click on tools, then click archive invalidate off then back on.
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