Holty07 Posted April 14, 2009 Share Posted April 14, 2009 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 More sharing options...
Dragarr Posted April 14, 2009 Share Posted April 14, 2009 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 More sharing options...
Holty07 Posted April 14, 2009 Share Posted April 14, 2009 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 More sharing options...
Holty07 Posted April 14, 2009 Share Posted April 14, 2009 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 More sharing options...
TGBlank Posted April 14, 2009 Share Posted April 14, 2009 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 More sharing options...
Holty07 Posted April 15, 2009 Share Posted April 15, 2009 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 More sharing options...
Cipscis Posted April 15, 2009 Author Share Posted April 15, 2009 @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 More sharing options...
Crowbennett08 Posted April 15, 2009 Share Posted April 15, 2009 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 More sharing options...
Foxxieboy Posted April 15, 2009 Share Posted April 15, 2009 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 More sharing options...
Cipscis Posted April 15, 2009 Author Share Posted April 15, 2009 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 thatTurn the plugin file into a master file and make it a master of your data fileDe-isolate the plugin files by performing the above step without changing the file extension, then changing the file back into a plugin file afterwardsCipscis Link to comment Share on other sites More sharing options...
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