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Flamemonkey

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  1. Well looking at the scripting it actually doesn't seem that hard. Most of the poo I could prolly do just with a quick reference card and a tad bit of help. Like I said, it isn't incredibly difficult. It would go something like (In non scripting language): runscriptif charlevel > 1, <5 equip lowlevelweapon if charlevel >5, <9 equip medlevelweapon soonsoforth And then do some weird awesome script math to check for light armor/female armor poo. (Cuz I totally know how to do that, concept wise) Would it get me banned if I ripped it, i.e., was stealing someone's modelling work, or if I modeled it, i.e., was stealing someone's IP? Cuz I KNOW I've seen a lot of mods for Buster Swords and poo like that. Anyone have any weapon/armor specific tutorials? I found one but it seems to be very biased towards making quests and stuff.
  2. Alright, I'm planning on making a mod, but it'll be my first mod. It's fairly simple, but will involve all that modding jazz. Basically, it's a weapon mod that has a number of quirks. First off, it won't be some sword that's just spawned out in the middle of nowhere in a nondescript chest. The idea is that it will be a bound weapon spell, that way 1: Avoid the sword in chest cliche, and 2: I can effectively have the gear grow with the character. That way it's not something that will make the game ridiculously easy for new characters/be useless for later characters. Specifics: Upon casting the spell, a script will be run to poll the character's level. It will then summon a weapon that has stats equal to one set above what can be found dropped at the time. [i.e, if they are level 10, the weapon will have stats similar to Glass, which is 1 set higher than Elven). The weapon spell will use exactly 3/4 of the caster's max magic (I assume this is possible?), and another version of the spell will exist as one of those once-a-day deals. The weapon does exist in another game (lolno not the buster sword or anything stupid. It's a tad more obscure than that), and I do not know if it would be possible to simply rip the in game model out of the source game. In the future, I plan on expanding the mod to also summon bound armor (much like the sword, i.e., scaling stats and such) that checks for light/heavy armor being equipped. Also, if things all go well, the final version would spawn a bow in the same vein as everything else if the character had a bow equipped at the time. A shield is also being considered. I do have some modeling experience, but I have never rigged anything. I assume that this won't be a terrible problem when it comes to the sword, but the armor will definitely be something new. So basically, how hard is it to script this stuff/model armor/animate it all? If anyone could get some script frames up that would be great, since I've gone very specifically into how I'm planning on it all to work, or just get at least a little collaborative effort going. The sword in question is Ike's Ragnell, from the Fire Emblem series, in case anyone is interested.
  3. Hey, I'm trying to get a couple of mods working, but I can't seem to figure out what the issue is. Well, I've figured out it's probably the textures, but... All the esps work just fine. I get no problems getting the scripts and everything to load, but I can't get the textures or meshes to load, at all. For example, when I try the Camoflage Uniform mod and the Wearable Backpack mods, just as an example, and the Camo uniform just makes me invisible, whereas the backpack keeps changing its textures back and forth. I've extracted everything, I believe correctly, and I'm fairly certain the ArchInvalidator Invalidated worked right (I checked the .inis to make sure that they all had 1 next to barchblahblahblah), but they still aren't working. Just in case it's something to do with my file structure, here's it for the Camo uniform: C:\Games\Fallout 3\Game\Data\Textures\armor\CU\CU.dds [CU_n.dds] C:\Games\Fallout 3\Game\Data\Meshes\armor\CU\outfit.nif [outfitf.nif] I'm having this same problem with multiple mods, not just these. And most of them are set up the same way. However, I do know that the ArchInval program did NOT change fallout.ini/falloutprefs.ini in my save game folder. Is there perhaps another folder/file that would need to be changed?
  4. Avatar - 7 Well done, but like, zero originality. Looks nice, though. Sig - 7 Pyramid Head is awesome, but the first, much larger sig is, well, a little on the large side, and is basically a cropped screenshot. Would've been 8.5 if it was just Pyramid Head.
  5. Alright, I know about the whole leg story, but according to the post date on there (Unless it's messed up or something...), then that was on January 5th. This is March 25, so I'm going to assume that he's either A.) REALLY close to getting better, or B.) Stuck in a wormhole. I dunno, I haven't killed many legs in my day (Never a single broken bone. D:), so I guess I could be wrong, and if I am, sorry. But, my whole request is here. Just thought I'd put it here in case for whatever reason you didn't check the other forum but would like to do something like this. Don't expect you to, just in case. http://thenexusforums.com/index.php?showto...mp;#entry920589
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