bjornl Posted October 4, 2013 Share Posted October 4, 2013 Hi.I've been playing around a bit and hit a few issues I'm not able to find help using google. 1. Creature Type (Race).Creatures are organized by type and sub-typesfor example:Abomination,Animal, Feral Ghoul, etcand Mutated Animal (Brahmin, Mirelurk, etc) I found a method to create a new race with Humans (using FNVEdit). But TYPE is not on the list (in FVNEdit). I can't figure out if this can be done within GECK as right clicking does not included anything useful (such as copy, paste, edit, insert, etc) 2.Bones in GECKWhere do the bones in the mode list tab come from? The path info is fake. Since if you expand the BSA, the file does not exist. Similarly, if you click on the navigate to the file (within GECK) it just nulls out the field.Is the workaround to just copy an existing figure which has similar behavior and attach your body/body parts to that? Thanks. #2 turn out to be a corrupt install issue OR I was completely blind before... It was resolved by either my recent clean and re-install or my vision suddenly improved... either way I found 'dem bones! (yay). But, I have a new number 2. I have an Creature with voice files (WAV, MP3 and OGG). I have the path and file name entered in to the GECK correctly (triple checked). The WAV files are in order (edited in Audacity, tested with VLC player). But the character is silent. The dialog text displays but nothing happens. The install is a fresh install with no other mods loaded. Also less important and I am not sure if it is a bug or a feature.#3 I have a creature which is neutral to the PC when you talk to it, but a soon as you hire it, it becomes hostile. It is still obedient, etc... but of course if you fire it you've got a fight on your hands. Cool in a way... but since I did not mean to do it I am wondering what could be causing it. The HIRE script is here: ShowMessage BLElvisHIRED Set BLElvisREF.Waiting to 0 Set BLElvisREF.HasBeenHired to 1 Set BLElvisREF.EverHired to 1 Set BLElvisREF.L38 to 0 Set BLElvisREF.IsFollowingDefault to 1 Set BLElvisREF.IsFollowingLong to 0 Set BLElvisREF.InCombatStyleRanged to 1 Set BLElvisREF.InCombatStyleMelee to 0 BLElvisREF.AddToFaction PlayerFaction 1 BLElvisREF.AddToFaction FollowerFaction 1 BLElvisREF.SetPlayerTeammate 1 BLElvisREF.SetIgnoreFriendlyHits 1 It follows you and protects you but it is RED unless you crouch. Weird huh? It works otherwise. All the dialog options come up. The wheel works, etc. tips, pointers or just random brainstorming all appreciated. Link to comment Share on other sites More sharing options...
bjornl Posted October 9, 2013 Author Share Posted October 9, 2013 Anyone have any thoughts or tips? Link to comment Share on other sites More sharing options...
devinpatterson Posted October 9, 2013 Share Posted October 9, 2013 1. Creature Type (Race). Creatures are organized by type and sub-types for example: Abomination,Animal, Feral Ghoul, etc and Mutated Animal (Brahmin, Mirelurk, etc) Yeah I think the creature types are "hard coded" into the FalloutNV.esm. I put hard coded into parenthesis because I can't find a way to access them via geck or FNVedit either, and I believe you would have to poke around with a hex editor (which makes the whole process pointless). But in reality it doesn't affect you mod from teh players perspective in any way shape or form. It's only a organizing tool (the categories). You can put whatever original/custom creature under any category. Made a tryanasaruous rex cyborg and want to place him under supermutant? Go ahead, wont' make a difference. Everything important is under the data directory, the only reason to worry about creature type is if you have some formlists that affect only abominations, animals etc. Discalimer; IMHO Link to comment Share on other sites More sharing options...
bjornl Posted October 10, 2013 Author Share Posted October 10, 2013 Hi and thanks for your reply. I have seen a large number of MODs with custom creature types. So I know there is a means to do it. I've done my level best to sort out those two issues with google, tutorials, and so on just have not been able to figure it out since neither FNVEdit nor GECK seem to have any way to easily do this. Perhaps an older version of GECK is being used for that step (which is how LIP files are made). Hopefully someone pops by with an answer. Link to comment Share on other sites More sharing options...
bjornl Posted October 11, 2013 Author Share Posted October 11, 2013 The questions have been updated (2 new ones and one of the original ones resolved most likely user error) Link to comment Share on other sites More sharing options...
bjornl Posted October 11, 2013 Author Share Posted October 11, 2013 Moderator: Please lock this thread, it is now a duplicate thread. I started it in the wrong sub-forum and have now posted one in what I believe to the correct one located here:http://forums.nexusmods.com/index.php?/topic/1153511-basic-creature-creation-modding-guidance/ Thanks and sorry. Link to comment Share on other sites More sharing options...
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