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JoKelly

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Everything posted by JoKelly

  1. it's a good thing really I was starting to look into how to genetically modify lizards to create a deathclaw. would have made Halloween interesting. GOJIRA... LOL
  2. just wanted to say, that I tried the audio fix and added the 4gb patcher to Geck, and its run smoothly for hours at a time now. hopefully it works as well for others. GECK induced stress level is now down to 3 from 10
  3. I have a script that is supposed to perform an action on several actors. The actors are disabled till the setstage, the script I am using on the actors begins on load. From what I have read though, on load will not run on disabled actors or anything disabled. if the actors are enabled via a script trigger will the on load function as soon as they are enabled.
  4. yes you can, I've done it once a long while back but at the moment its slipping my mind on how I did it. LOL let me look through my notes to see if I can find the process. you could easily just name the new nif the same as the original and place it in the data/mesh/abomnation and the game would use that nif over the one in the BSA.
  5. aaah okay.. I know that moonlight tales does a little of that. I'd have to hunt around, I know at one point I remember seeing some vampire and were wolf mods that made them tougher at high levels but I don't remember what the mod names are
  6. theres a setting that can be used to transmit or make your followers Werewovles from either the skyrim equivalent of MCM or in the character menu in game. its been a year since I played Skyrim so I don't quite remember. I seem to remember that you need the early version of Moonlight tales by a different name and Moonlight tales to get all the abilities. But I do remember turning all of my followers into a pack at one point.
  7. check to see if some one has ported over Moonlight tales.
  8. retexturing is the only way I know of to change the colors. to do that your going to need something like GIMP or photoshop and FOMM. you could probably just map out the sections you want to change in GIMP or photoshop and alter the hue or do a color replace. first thing though, you need to use the BSA browser tool in FOMM, it will ask you which BSA so go into your data folder, look for the Fall out mesh folder first, open it, expand the file tree and look for creatures, find the NIF file for the FEV subject, click on extract select the place you want the file to be placed then close the mesh folder. then open the NIF in NIF scope, click on the skin or clothing you want to change the color, there will be a window "Block Details" to one side or the other in NIFSCOPe that will have a long list of things like BSX flag, NINOde that kind of thing, in that window there will be one section that appears highlighted after you click on what you want to change. below that hightlight will be or should be two things labeled BSShader. click on the second one to expand the list and you'll see Texture and a purple flower looking thing. click on the small arrow beside Texture and expand that and you will see a list of texture files, usually two. It will say something like Texture/creature/ and then the name of the DDS texture file the is used on that part of the model. write down the names of the Parent folder and the files, then open the Fall out texture1 (Im pretty sure thats the one with the creature files) expand the tree and then expand the parent folder listed in the file path, find both the files, one will be the regular texure DDs the other will be the normal map. Extract those two files. with that down load alter the colors that you want, save as a DDs file, place it and the Normal map in a custom folder in the games DATA/Textures/ Folder, open up the nif again, click on the skin or what you have, make your way back to the BSShader textures, right click on the First texture it will ask you to choose, send it to your custom folder with the new texture and bam color changed FEV subject. if your not actually changing the model or the lay out of the texture you don't really need to change the Normal map file path to the N.DDS file in your new folder. but I always do just to be on the safe side. hopefully that made some sense to you.
  9. I am bogged down in a WIP and real life at the moment, but I like the way that place looks. In fact... I might add a place like that in my current WIP. I'll give you credit for the idea.
  10. Both of them know what they are talking about couldn't ask for better people to help. I will now bow out. Good luck and all of you have a great new years. Edited because my first comment sounded snarky and it wasn't meant to be.
  11. what export settings did you use? I've had things show up fine in NIFscope and had GECK pitch a fit over them.
  12. I wonder if that has anything to do with the weirdness of sealing off Vault 21. Hmmm maybe a secret area with a mag lev train to Repconn.
  13. what exactly happens to the model in GECK. just the quick look I had of your niF, keep in mind I am no expert, your Nif was missing a BSXflag and a few other things like BHK rigid body.
  14. in the geck go to actors/ abomnations/ Fevsubject. I had forgotten that was their designation in the game LOL, I was thinking about all the mutations that came out of FEV. rummage through the GECK, there's all kinds of things stashed in the game and DLC files from previous fall out games and cut content that you can find. Some of creatures and statics might lack textures but thats not a big deal if you can do them yourself, adapt an existing texture or find some one to make you a texture. Good luck with your mod, don't get discouraged if it doesn't work out quite the way you want it to. thats just the nature of the beast, I mean engine LOL
  15. Actually it would not be hard to kit bash that together from assets already in game.
  16. what I wanted to do, is have a dog motif on the shoulder(s) of the Dusters, personalized names and ranks along with something like 1st Sq D company. and the legend "Dog soldiers" across the shoulders or on the front of the duster or armor different wear and tear on each armor, slightly different shades of leather, different slogans on each helmet along with individual symbols, like one might have an ace of spades tucked into the cami strap, another might have a picture of a salon girl, stuff like that. what I want and what I get might not be the same, but I'd appreciate and be happy for any help.
  17. you can use FNVedit to move the cells from one esp to another. but for the love of god do not try to duplicate world spaces in GECK, it will flip you off and crash just to spite you. LOL here's the link to the FNVEdit manual so you can look it over. http://www.nexusmods.com/newvegas/mods/38413/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fnewvegas%2Fajax%2Fmodfiles%2F%3Fid%3D38413&pUp=1
  18. first let me say, thanks for the support. Due to R/L difficulties I am not able to devote a huge amount of time to modding. I'm in the middle of trying to probate a will, repairing a house for sale, etc.... and being the only person working on this mod means its going to take some time. with that said I have a plan, which doesn't involve high explosives, a ferret and six hooters girls, I know disappointing but there it is. My plan is to focus on getting part one, the new Vegas part of the mod completed cleaned up and ready to go. Which means that in the next month or two if all goes well in real life I will be needing voice actors, for part one. I will need basic chatter for Random NPC's and the voices for Cat, Jake Remo, Mad Bill (outlaw), Alex Crighton, Rafe Cassidy, One Gun Pete, Butcher Barns (a Jackal) and Kylie the widow maker. there might be a few others, though the part of every ones favorite bad guy the mime wont be voiced, so don't ask. "I had to shoot him, he did one to many rope pulls your honor" since I have never used voice actors before, I suppose I have to draw up a list of voice types, a short character bio and faction reactions as well as clean up the dialogue and make it more coherent and condensed. (there will be some adult language, though no if any extensive use of the F bomb) I also just shot off an email asking what I need to do to get permission to use three of the songs I really want in the mod. once thats done, it will take a little more time getting it in game, getting it out to beta, correcting errors, kicking myself repeatedly, holding up a few trains to get a feel for how the outlaws operate and visiting various madams to immerse my self in the character roles. Its for Art people don't judge. LOL Okay seriously, its still going to take some time, but this will speed up the process. what I really want is some new action idles, a few more military like, and a few western weapons carry idles. oh well wish in one hand spit in the other and see which one fills up faster as my Nanaw used to say. She also said grocery stores took the fun out of cooking, "fried chicken just don't taste right unless you wrang the critters neck yourself." a wise woman
  19. https://forums.nexusmods.com/index.php?/topic/234818-blender-read-this-1st/ about half way down the list there is a link to a series of Video tuts on making low poly. this has been my go to guide when I hit problems.
  20. Hmmm... you know I had not considered that LOL. at least my dogs still respect me.. well all but one of them at any rate.
  21. thats sexual harassment that is. LOL. I wish I could release it this week. For those that don't know, Modding can really eat into your free time, impact your love life and you know your deep in when you have dreams about writing scripts and working on landscapes. I've woken up cusssing when the dream GECK crashed. LOL
  22. your like the spanish inquisition Dubious. No one expects the Spanish inquistion LOL. sorry another Monty Python moment.
  23. I'm no expert on LODs. but .. making low poly models is pretty easy. make a box add the roof, materials and textures and your done. But the actual Lod is generated using the GECK or FNVGENLod. Since I haven't used FNVGenLOD yet I have no clue how well it works. its supposed to be faster by a large Margin than GECK.
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