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jtucker40

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  1. Hi all, I was wondering if it was possible to keep a single worldspace cell from refreshing every 72 in game hours. The reason I ask is I'm toying with a house mod that is mostly outdoors and think it would be convenient if dropped items used to decorate the house didn't disappear every three days. In addition to that having cars from XRE cars vanish after parking them outside for a while is kind of annoying. EDIT: a swear
  2. Dude chill, the only reason the node is named that is so I can keep track of it, there are no scripts attached to it whatsoever. As for solving the transparency problem, I separated the scope tube and lenses into two separate objects and made sure to tick alpha properties in the shader. Now it works flawlessly, thanks for the help everyone! EDIT: Looks like this now, as you can see nothing like your mod. http://i.imgur.com/lXqebbN.jpg
  3. Hmm tried those settings, now the tube is visible however the lenses on both ends can't be seen. Have to go to sleep for now, will report back in the morning. EDIT: Can't be seen as in now they are fully transparent
  4. I am currently working on a weapon mod that utilizes a scope that is actually physically on the weapon instead of using a scope reticle mesh (similar to reflex sight/red dot mods but more zoomed in) but I am encountering some problems with the transparencies. http://i.imgur.com/If3Vk5R.jpg http://i.imgur.com/lRKON7Z.jpg http://i.imgur.com/hQICU2y.jpg As you can see in the pictures above, the lenses (which I have made semi-transparent in addition to applying environment maps to simulate glass) cause other textures to appear invisible when viewed through them, however when I use tfc to position the camera inside the lens I am able to see the full inside texture. I'm not really sure how to explain it in words, so hopefully the pictures can accurately display the problem. Basically, what I want is for the black tube in the second picture to always be visible, however it disappears when viewed through the lens. In addition to that, when looking through the front lens, all textures on the inside of the scope disappear however that is only my second priority at the moment. I tried googling it but wasn't sure what exactly to search for, hopefully some of you 3d modellers here might be able to help me. EDIT: I should note that when I make the lenses fully transparent (full black in the diffuse alpha channel) I am able to see all the things that are disappearing.
  5. I'm in the process of porting an FO3 weapon mod of mine over to FNV, and in addition to overhauling the textures and taking advantage of FNV's better features, I also want to make use of Hitman47101's awesome PKM belt fed machine gun reload animation. Only problem is when it comes to modding NV, animations and Nifskope have always boggled me and I have no idea how I would go about rigging a mesh to use a certain animation. The weapon model has been made with this animation in mind: the upper receiver is made to open upwards as well as the bullets on the belt each being their own entity. So if anyone has the nifskope knowhow to make this work, don't hesitate to contact me. In addition if anybody could point me in the right direction to try and do this myself, I would appreciate that as well.
  6. My original DisplayBoxREF used the metal box as a base object, which didn't have a closing animation. I tried the original script using the blue chest as a base object (since it has an opening and closing animation) and now it works! The script still has a redundant endif though, does it matter which endif I delete?
  7. Ok so JIP I tried using your new script as a substitute for the old faulty one, however now when I activate the container nothing happens. I get the activation sound but I am unable to open it an access the actual container itself for some reason. I'm no script wizard so at a glance I can't look through yours and see what exactly every function does, but are you able to see what might be causing this problem?
  8. Thanks for the help, I'll give it a shot when I get home. Strangely the script I used as a base for this one has the double endif as well, I wonder why it's able to work.
  9. Hi guys, I'm currently working on trying to script a simple modification where if a certain reference container contains a specific item, the script enables a referenced object in-game. Basically, I'm trying to something like the weapon wall from Underground Hideout. The base script I'm using as a reference however is not from UH, but instead the script from the TTW Interiors Rivet City player home that displays toys around your house depending on if they're in a chest or not. Here's what I have: SCN ItemDisplay Script SCN ItemDisplay Script Begin OnClose DisplayBoxREF If DisplayBoxREF.GetItemCount WeapLaserRifle >= 1 LaserRifleREF.Enable endif If DisplayBoxREF.GetItemCount WeapLaserRifle == 0 LaserRifleREF.Disable endif endif end Here I'm trying to have a laser rifle static on the wall be displayed whenever a Laser Rifle is placed inside the container "DisplayBoxREF." The script saved fine in the GECK, and I have the script selected in the appropriate box for the Display Box base object, however in-game it doesn't appear to be working. The rifle on the wall is enabled initially, even when there is nothing inside the display box. There didn't seem to be much to the original TTW script, and that worked fine, so I'm not sure what I'm doing wrong. I don't know much about scripting so any help would be appreciated. I have made sure that I have "persistent reference" ticked on both references, and "initially disabled" ticked on the laser rifle however it still doesn't work.
  10. Made sure I have "persistent reference" ticked on both references and "initially disabled" ticked on the laser rifle but it's still not working. Does anyone know what could be going wrong?
  11. Hi guys, I'm currently working on trying to script a simple modification where if a certain reference container contains a specific item, the script enables a referenced object in-game. Basically, I'm trying to something like the weapon wall from Underground Hideout. The base script I'm using as a reference however is not from UH, but instead the script from the TTW Interiors Rivet City player home that displays toys around your house depending on if they're in a chest or not. Here's what I have: SCN ItemDisplay Script Begin OnClose DisplayBoxREF If DisplayBoxREF.GetItemCount WeapLaserRifle >= 1 LaserRifleREF.Enable endif If DisplayBoxREF.GetItemCount WeapLaserRifle == 0 LaserRifleREF.Disable endif endif end Here I'm trying to have a laser rifle static on the wall be displayed whenever a Laser Rifle is placed inside the container "DisplayBoxREF." The script saved fine in the GECK, and I have the script selected in the appropriate box for the Display Box base object, however in-game it doesn't appear to be working. The rifle on the wall is enabled initially, even when there is nothing inside the display box. There didn't seem to be much to the original TTW script, and that worked fine, so I'm not sure what I'm doing wrong. I don't know much about scripting so any help would be appreciated.
  12. ? Also I know for a fact that the hummer model was made by Weijiesen, so while it might not have been the property of the gamesas op, it is definitely legit.
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