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Everything posted by Pax1138
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Well, it's good that you got it working, but just for future reference, the reason it didn't work is because you have to use the quest's refid in the console instead of it's name. -Pax
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Bravo, sir! Indeed, stupid lady, indeed. -Pax
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What controls the "you can't go this way" message?
Pax1138 replied to ronaldomoon's topic in Fallout 3's Discussion
I'm pretty sure it actually has to do with the "regions" that can be set in a given worldspace, and not scripts or collision volumes or anything like this. I actually a bit sketchy on regions myself, having just started toying with them in the GECK myself (and I'm not entirely sure the Regions editor is working correctly on my system), but it does have a setting for playable area or some such. I'd check the GECK wiki and maybe the Oblivion TES wiki for more information. The regions seems to control all kinds of useful things, like weather, sound effects, and water types for each individual cell in a world space, so they're probably worth checking out. Hope that helps! -Pax -
I like the look of your rifle a lot - even some of the stuff the other guys mentioned seems all right to me. There's only one thing that really, really bothers me about the gun, though: the barrel. It just... bothers me. I dunno, it might look better if you took the barrel off entirely, or just stuck in a stubby little port. Might need to be a bit higher too, though that might put it out of whack with the rest of the gun's theoretical workings. But that's just my pair of caps; you've already designed and built something far beyond anything I could whip up in 3D, so I'm sure it'll come out awesomely anyway. -Pax
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I'm gonna assume that you're using the "intro" bus for your interior (the same one that's visible in the intro movie)? The problem is, you see, that that particular mesh has no collision data. No collision data = completely intangible. Now, there are two ways to fix it: the thorough, hard way, and the quick & easy fix. Hard way: use blender and nifskope to build your own collision data for the bus interior's .NIF file. But you probably don't want/know how to do that, so I suggest this much simpler way: Find the destroyed bus interior. Y'know, the one that gets left behind when you blow up a bus in-game. It does have collision data, and it's the exact same size and shape as the collisionless intro bus. Double-clicked on the destroyed bus interior to open its edit window, and change the ID at the top and make a new object. Now, in your new object, click on the edit button by the Model entry. That'll open a new window that list the actual model name and a pane labeled "Alternate Textures." Next to all the entries in the Alternate Textures pane, right click, choose new, and select NullTexture. This will essentially make the destroyed bus interior invisible. Now you can place it in the exact same place as the intro bus interior to give it collision (you may want to actually place it BEFORE you make it invisible, so you can make sure you get it in the right place. Alternately, you can hit F4 while the Render Window is active to make the collision meshes visible. Hit F4 again to turn them off again.) As for make the seats usable... that I'm not so sure about. Most objects that you can sit on are seperate objects like chairs and benches and things. I suppose you could do the same thing: make some copies of a chair, make the chair itself invisible, and then place the invisible chair over the non-functional bus-seat. Hope this helps! -Pax
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Heh, I had about the same reaction to seeing the mansion tiles that you did - except I got an extreme hankering to make the X-Men's X-Mansion (The old |-|-| shaped version, not the silly new X-shaped one) instead of the Maniac Mansion. Still, this is an awesome idea, and I look forward to puzzling through it as in the days of yore. -Pax
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"Has Platform/language Specific Textures"
Pax1138 replied to CaptainCookie's topic in Fallout 3's Discussion
I must just be lucky, but my GECK hardly crashes at all - except for the infamous Vista dialogue crash - though I've since gotten that fixed. But yeah, the GECK does do autosave, just not to your active esp file. It saves extra files in a backup folder in whwatever directory the GECK itself is sitting in. Just a quick checking leads me to believe it'll save up to 10 different autosaves, and I'm sure you can just rename the files to whatever.esp to use 'em again. Of course, if you save compulsively like I do, you don't need autosaves either. :whistling: -Pax -
Welcome JeffYes! I don't have any mods to try and con you into working on for me, nor models to request from you, but welcome regardless! We can always use more modders around here, especially people who can churn out the polygons. -Pax
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Pipboy removing mods are in short supply, I think, because it's so damn hard to keep the game functioning without it. That said, I think (not sure, not tested), that you can get your armor to show up right by hot-keying it and unequiping/reequiping it while you're not in your pipboy. Like Baelkin said, it has a Pipboyon/Pipboyoff chunk of model, but it actually tests to see whether you have a pipboy and therefore which chunk of model you need when equipping. Thus, even if you're using Pipboy Be Gone, you're still getting the Pipboyon model part because you technically still have it on while you're in it. But if you use the hotkeys while you're just walking around in the world, you won't have a pipboy on, and thus it'll load the correct pipboyoff model parts. I think. Good lunk. -Pax
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If this is the Wasteland we're talking about, then the only way to fix it I think is to redo the whole LOD, which I'm thinking you probably don't want to do. I actually ran into this problem yesterday and the only solution I could find was to suck it in and redesign the area without lowering the ground any. It's funny, though, 'cause things turned out better due to the extra consideration I had to put into it. :biggrin: Anyway, there may be a way to do it, but if so it's unknown to me. Maybe if you're lucky Yossarian will pop in and lay down the final word. -Pax
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Modifying an existing cell's collision geometry
Pax1138 replied to aveltium's topic in Fallout 3's Discussion
There are invisible collision squares called OffRmSqInvis01 that you may be able to arrange in such a way that it appears as though a set of four EcvWarRoom03's are in fact a solid item. Also, any static available can be duplicated and given the Null Texture set which will effectively make it an invisible collision marker of whatever shape the original static was in. It might take a bit of trial and error to assemble your own set of in-game collision meshes this way, but I'd think it'd be easier (and less filesize on finishing) than actually editing the nif. -Pax -
I longed for some fine, Mad Max-style crossbows. A nice wooden frame with the black metal crossbow bits. If I were designing a post-apoc world, that would be the standard weapon of the wastes, and having a gun would make you a god among men. -Pax