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roguehallow

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Everything posted by roguehallow

  1. Hi! Trying this again, as my previous attempt at this topic was a little unfocused. I've completely re-done my mod but am still having issues with GetReference() and GetActorReference() being called on quest aliases. I am making a simple mod that replaces the dead body of Torolf from the tutorial mission with a burned corpse static. The quest is successfully triggered from a quest node once the character is killed. I want to enable a previously placed and disabled burned corpse static, then disable Torolf. No matter what I try, the burned corpse static appears as expected, but Torolf will not disable. My code follows: Scriptname RH_sc_ReplaceCorpseTorolf extends Quest ObjectReference Property TorolfCorpse Auto ReferenceAlias Property RH_alias_Torolf Auto Event OnInit() RegisterForSingleUpdate(1.0) EndEvent Event OnUpdate() ReplaceCorpse() EndEvent Function ReplaceCorpse() TorolfCorpse.Enable(false) RH_alias_Torolf.GetActorReference().Disable() ; RH_alias_Torolf.GetReference().Disable() CompleteQuest() EndFunction I have tried both RH_alias_Torolf.GetActorReference().Disable() and RH_alias_Torolf.GetReference().Disable(). In neither case does is the body disabled. I got this to work previously by using an Actor reference instead of an alias, but I don't want to call Torolf directly as it makes him persistent and I'm trying to keep my mod ESL-eligible. I've attached images of my quest setup and alias for reference. Any help would be greatly appreciated!
  2. Problem solved! For future reference: the issue was, the NIF's BSTriShape/BSDismemberSkinInstance Partition 0/Body Part was set incorrectly. Apparently there are multiples of the same body part and you have to pick the right one -- in this case, SBP_142_CIRCLET.
  3. I'm investigating a bug with a headwear model. The Head Bandages item has an issue where a character wearing it that is decapitated will show the head removed from the body, but the bandages will remain in place as if the head was still there instead of moving with the decapitated head. Per UESP.net, the Morag Tong Hood also seems to have this issue. Can someone with more knowledge of .nif files and meshes than I have please tell me what is causing that? Is it a setting in the .nif? Do the mesh vertices need to be re-weighted? I appreciate any help!
  4. EssGeeDee ~ Unfortunately, when I add in a weapon (especially a pistol) I usually have to scale up its height in Blender to get it to fit both the hand and the sights. Sometimes I wonder if Bethesda left IS out of the original game because it was too much trouble to make every weapon fit the animations! EDIT: I just checked your pic, and I see the problem. I'm sorry to say that this mod doesn't work best in 3rd person. In order to make a weapon like a pistol fit both the hand and the reticule, you usually have to increase the upward scale or make the whole weapon larger overall.
  5. shael678 ~ Working on a version with screenshots. EssGeeDee ~ You can edit the _1stperson/1hpaim.kf file to change where the hand is placed, but I don't recommend it. You could also make a new pistol hand grip - but I don't recommend that either. I usually end up re-sizing my weapons in Blender to fit both the hand and the reticule. It's not an elegant solution, but FO3 is a pretty inelegant system. Are you working with a pre-made weapon or one you designed?
  6. Alexx378 ~ If the category shows no conflicts in FO3Edit, it should be safe to delete it. I would recommend making a backup of the .esp in question before doing so just in case, but this sounds like a small bug in the program rather than anything major. Hope that helps. Rogue Hallow
  7. You'll have to give us a little more information. Have you re-installed NifSkope or FO3 recently? Do you have the most current updated versions of those programs? Are there any other changes you've made to your computer recently?
  8. I've been trying to make projectiles for laser weapons with colors other than red, and I'm having trouble. I can't figure out where the red color is set (it isn't in the textures, those are white). I've looked at a couple other mods that use colored beams like the Groovatron and the projectile files look exactly the same as the vanilla laser beam. Can anyone help me with this? Thanks!
  9. If you haven't done so, try lowering the Glossiness of the mesh in NifSkope, and add a DXT5 normal map. I can't swear that either of these will solve your particular problem but it would be my first step if I had that issue. I'm not actually sure what alpha transparency has to do with shininess, but I'm not an expert. Hope that helps. Rogue Hallow
  10. Have you activated ArchiveInvalidate Invalidated?
  11. Starch ~ Files with the suffix " .blend" are the save files for the 3D modeling program Blender. They can only be opened in Blender. In order for a model in a .blend file to work in the game, you have to export it to the .nif format and make some changes using the NifSkope program. Learning Blender is very laborious (it's taken me months to get good at it) but is also extraordinarily rewarding, since a) it's free and b) I can now make basically any item I want and put it into Fallout 3. I suggest doing a search for Blender, NifSkope, NifTools, and nif scripts. You should also check out GIMP, which is a free 2D design program similar to Photoshop. Hope that helps, Rogue Hallow
  12. j4y1981 ~ It's actually a good thing to press buttons and see what happens. That's certainly how I learned to use Blender. Here's what you have to do to get something like what you've described into the game: 1) Edit the mesh however you like in Blender. 2) Export the .nif using the Fallout 3 defaults. 3) Open the .nif you exported, and in another NifSkope window, open the original version of the model. 4) Click on the part of the model you changed in the exported .nif, in this case the clip. That part of the model will be highlighted and you can see its wireframe. 5) In the list on the left something called "NiTriStrips" will be highlighted. On a lower part of the branch (that's what NifSkope expandable subsections are called, branches) you'll find the clip's "NiTriStripData". Right-click on that and select "Copy" (but NOT "Copy Branch"!). 6) Go to the original version of the model. Find that model's clip and its NiTriStripData. Right click it and select "Paste Over". 7) The edited shape of the model will now be applied to the original version. Update all tangent spaces (I'm actually not sure if this is necessary but I do it anyway, it's under Spells/Batch) and save. 8) Sometimes this causes a model part that has translations and rotations applied to it to suddenly move to a strange spot. This is because models imported to Blender with translations will take them for granted during the export process, and in NifSkope the translations will be applied a second time. Set those translations/rotations to 0 and the model will probably look like it's supposed to (sorry, some more advanced stuff there). I'm working on a tutorial for Blender => NifSkope => FO3 models, so that was kind of practice. Please tell me if any of that didn't make sense. Hope it helps ~ Rogue Hallow
  13. Can someone please tell me how to post a link in a Nexus file page? It keeps turning my <> into > and then rendering the characters instead of reading it as markup. Help?
  14. I'm editing the Alien Blaster and I'm having trouble with the glowmap. In my edit the power cell is now visible. It glows as it should when the blaster is first equipped but when the weapon is reloaded the glowmap stops glowing - but just for the power cell, the rest of the gun's markings keep pulsing/glowing as they should. Has anyone ever experienced anything like this? Thanks!
  15. ShaqCommando, Open the game's Data folder. In that folder are all the .esp files and the assets (meshes, textures, sounds, etc.) folders. If you've installed other mods or unpacked the game's .bsa files, there should probably already be "meshes" and "textures" folders in the Data folder. The important thing to know at this point is whether, on YOUR operating system and computer, dropping two folders of the same name into the same place will a) overwrite the contents of one with the other completely, or b) merge the two folders and add the contents of one to the other. On Vista, you have the option of merging the folders' contents; I'm not sure about other OS. If you can merge folders, then drop the mod's "meshes" folder into the game's Data folder. The mod folder will combine with the meshes folder that's already there. Make sure you don't accidentally drop the mod's meshes folder INTO the game's meshes folder. Now the game has access to the mod's meshes. Do the same with "textures" and any other folders. If you can't merge folders, then open the mod's "meshes" folder and manually move the contents into the game's meshes folder. Do the same for other folders. Let me know if that helps. roguehallow
  16. ShaqCommando, There are a couple possibilities. First, have you activated ArchiveInvalidation Invalidated? http://www.fallout3nexus.com/downloads/file.php?id=944 I don't understand it a jot myself, but you need it so the game recognizes that new textures and meshes are being added by mods. Also, even if you followed the install instructions carefully, it's still possible your meshes or textures are out of place. Make sure the "meshes" folder that comes with the mod is merged with the game's master "meshes" folder inside the Data folder, and the same for "textures" and "sound" folders if they're there (I've been busy so I haven't tried the bike yet, I'm not sure what all is in there). Also check you didn't accidentally put a mod's Data folder inside the game's Data folder - folders with the same name should merge, not stack. Hope that helps, post if that doesn't fix it. roguehallow
  17. I appreciated this tutorial very much. I would only like to point out that mipmaps *should* be generated when the picture is saved. Thanks!
  18. This may be a dumb question, but you've fixed the GNR antenna, right?
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