Jump to content

Quick Question - Quick Answer


Cipscis

Recommended Posts

I'm having trouble with duplicating meshes. I have my own custom glasses and hat setup. However when I equip them (or followers) they show up in the wrong place. Specifically sideways on the person. What's the problem?
Link to comment
Share on other sites

  • Replies 804
  • Created
  • Last Reply

Top Posters In This Topic

Head items use a secondary "mesh" .egm file (located in same place as the base mesh for the item) that is used to translate how they fit on a character.

 

1) Extract the other files in the item's Mesh folder.

2) While in GECK, click [Character] > [update FaceGen Model Availability] (This should fix the issue, but it very well may not, if you do not have the .egm extracted... I know it has had no help with my trying to edit a completely custom hat, but that's another issue.)

3) Search is your friend: 'Headgear Problem in geck, , Headgear Problem in geck apearing sideways on head.'

 

Hope this helps... if not, you may want to try the official forums' search engine.

 

SangRahl has a point, "Search is your friend"

 

SangRahl has a point, "Search is your friend"

Link to comment
Share on other sites

Thanks, maybe I should search a bit better next time. I couldn't find anything about it. That works! I'll post my sound question here too I guess...

 

I have a few sounds I have in the game that don't play at all. Anybody know why this is? I can't preview them either, it's just silence with no errors.

Link to comment
Share on other sites

I have an armor running this script...

 

ScriptName InvincibleArmorEffectScript

float timer = 0

Begin OnAdd Player
set timer to 0
End

Begin GameMode
	if (timer < 5)
	set timer to (timer + GetSecondsPassed)
else
	if (player.GetHealthPercentage != 1)
		showMessage HealingMessage
		player.AddItem 01000EAC 1;Gives the player a Special Stimpak
		player.EquipItem 01000EAC ;Uses this new Special Stimpak
		set timer to 0
	endif
endif
End 

 

It works. However it is healing the player instantly to full health whereas I only want him to heal at 10hp per second. Why is it doing this?

Link to comment
Share on other sites

You're trying to equip... a stimpak?.

 

You want per second, or per 5 seconds?.

 

If it's the former, just add an object effect that heals 10 hp with duration 1. If it's the later, create an actor effect that heals 10 hp with 0 duration, and castimmediateonself it instead of the add/equip lines you have.

Link to comment
Share on other sites

Thanks a lot for the help! It works perfectly now! Tweaking it so that you must wait 5 seconds for the initial healing to kick-in then its 10hp per second or 15hp if you have fastmetabolism.

 

EDIT: I've run into another problem.

 

Here is the new script.

ScriptName InvincibleArmorEffectScript

float timer = 0
float timer2 = 0
int doOnce = 0


Begin OnAdd Player
set timer to 0
set timer2 to 0
End

Begin GameMode
if (timer < 5 && player.IsInCombat != 1 && doOnce == 0)
	set timer to (timer + GetSecondsPassed)
	set doOnce to 1
else
	if (timer2 < 1)
		set timer2 to (timer2 + GetSecondsPassed)
	else
		if (player.GetHealthPercentage != 1)
			showMessage HealingMessage
			castimmediateonself InvinceArmor
			set timer2 to 0
		elseif (player.GetHealthPercentage == 1 && doOnce == 1)
			showMessage HealingMessageComplete
			set timer to 0
			set doOnce to 0
		endif
	endif
endif
End 

This is making the suit heal you always after putting it on. What I want it to do is to check if you are in combat. If you aren't wait for five seconds. Start the healing process of 10hp per second. Display a message that says healing complete then continuosly check if you get hurt. If you are hurt then the healing process stops. Rinse repeat.

Link to comment
Share on other sites

@Holty07:

In Fallout 3 scripting, you don't need to specify a value for your variables when you declare them (attempting to do so won't work either) - they are always initialised to a value of 0 so you don't need to worry about that.

 

To have a script run only while a piece of armour is equipped, you should use a scripted object effect (effect script -> base effect -> object effect -> armour). A ScriptEffectUpdate block used like this will pretty much act as a GameMode block that only runs while the armour is equipped.

 

Try using something like this:

ScriptName InvincibleArmorEffectScript

float fTimer
float fHealthPercent
int iDoOnce

Begin ScriptEffectStart player
if GetIsReference player ; check if the effect is being applied to the player
	if IsInCombat
		set fTimer to 5
	endif
	set fHealthPercent to GetHealthPercentage
endif
End

Begin ScriptEffectUpdate
if GetIsReference player ; check that the effect is being applied to the player
	if fTimer > 0
		set fTimer to fTimer - GetSecondsPassed
	elseif GetHealthPercentage < fHealthPercent ; the actor has been hurt
		set fTimer to 5
	elseif GetHealthPercentage < 1
		set iDoOnce to 0
		ShowMessage HealingMessage
		CastImmediateOnSelf InvinceArmor
		set fTimer to 1
	elseif iDoOnce == 0
		set iDoOnce to 1
		ShowMessage HealingMessageComplete
	endif
	set fHealthPercent to GetHealthPercentage
endif
End

Note that if you move the GetIsReference conditions to only enclose ShowMessage, this script could apply to any actor.

 

Cipscis

 

EDIT:

 

Oops, I missed part of your post... I've edited the script so that it will track the player's health and increase the timer if they are hurt.

 

Cipscis

Link to comment
Share on other sites

Don't copy exterior worldspaces, it will give you trouble. Instead, go to world tab, world spaces, then right click on the list to the left, add a unique name, then set up your options or whatever. If you are wanting to dup terrain, i can't help you there.

 

Try the links i provided earlier in this topic, good luck with world space editing, i gave for a little while, can't take the constant failure.

 

Fractal mapping is your best best for generating terrain quickly. And the heightmap editing tool is buggy as hell, it WILL crash the geck. So if you do happen to use it, SAVE beforehand, or you might be sorry.

 

hope this helps.

 

CROW

Link to comment
Share on other sites

I'm trying to revamp Makumba666's prostitution mod for my own use, but I'm having a ton of trouble.

 

Firstly, whenever I try to do pretty much anything with the GECK, the GECK stalls and crashes constantly.

 

In FO3 Edit, it doesn't crash, but some of the things I copy to the separate plugin for Male player-characters (Specifically the Script), apparently don't get fully copied (In the original one there's things in the References tab of the Script, in the one I copied over, there aren't).

 

I'm mainly making my version a more grammatically correct male on male version still keeping in with the explicit nature of the dialogues.

 

If anyone is willing to help out on anything on a regular basis (Or just take the wheel for it and do it for me if they'd be so kind), I can PM my MSN and Xfire addresses.

 

I particularly want to know how to edit dialogues, scripts, conditions for whether a dialogue can be activated, etc. specifically to fully convert Makumba666's prostitution mod to a M/M shmorgasbord of hotness.

 

It was only natural I use his mod as a base, and it would be easier for me to "Cannibalize" his mod to make a M/M version with appropriate kinks.

 

Thanks a bunch.

Link to comment
Share on other sites

In FO3 Edit, it doesn't crash, but some of the things I copy to the separate plugin for Male player-characters (Specifically the Script), apparently don't get fully copied (In the original one there's things in the References tab of the Script, in the one I copied over, there aren't).
That's because the script refers to forms that exist only within that data file, and you can't (under normal circumstances) refer to information in one plugin file from another.

 

There are a few methods you could try to get around this:

  • Make a complete copy of the plugin file and edit that
  • Turn the plugin file into a master file and make it a master of your data file
  • De-isolate the plugin files by performing the above step without changing the file extension, then changing the file back into a plugin file afterwards

Cipscis

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.

×
×
  • Create New...