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GECK Issues and General Questions


Mudguy47

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Hello once again everyone, back with more questions once again. It has been a little bit since I asked anything but that's because I lost interest in play New Vegas.

 

One of my questions is about quests. I have created a new quest to accompany my house, it involves looking for the killer of the original owner, whom you find dead outside the house. You need to find a soldier at Camp McCarran who had ties with the old owner. This soldier tells you that the killer is this one area. You get the key and go back and finish the quest. So I have created the quest in the GECK, with no knowledge of quests I am simply going off of this tutorial for guidance. Now I have gotten my Quest Objective finished. I am now creating the Quest Stages as per the tutorial. Now when I create the last index in the Quest Stages I need to enable Complete Quest but I can't, it is greyed out and I can't click, why is that?

 

Next question is if anyone has any experience using the Sortomatic system. I need help with trying to get the display function working, I attempted to get the help of the only person who seems to have gotten it working but they have not messaged me since I asked him two months ago. The mod I am referencing to is the Mobile Truck Base, which in its sortomatic plugin has the display function working. I have tried to dissect the mod and see what I can find out but alas I cannot as I don't quite understand everything with the GECK yet.

 

EDIT: I have figured it out, I was a total nub and didn't use the Display Items function in the game itself.

 

Well since I am here, I do need help with something else. Remember that sink that was referenced a few posts back. Well I have deleted the object I made and created a new one thinking that might solve the issue of being able to walk through it. I did not change any settings besides making it have sounds and the water. I still cannot make it into a proper sink and drink from it and I can still walk through it. I am completely stumped and cannot for the life of me figure this out.

 

Thanks for any help you can give!

Edited by Mudguy47
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I am at wits end here everyone. This sink is giving me so much trouble. I can "fix" the ability to walk through it by placing an invisible object in front of it that has collision but now I want to make it actually have drinkable water. Here's the sink from Speedy Resources (That's where I got it from). Here are the current settings I have on the sink. If you need anything else just ask. I cannot for the life of me figure this out and it's driving me somewhat insane trying to get it solved.

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The problem is almost certainly a lack of collision geometry on the NIF itself. It looks like you have the activator set up correctly, but you can't click on it in game unless the NIF has a bhkCollisionObject block. And of course, that would also explain why you can walk through it.

 

EDIT: Just looked at the previous post you mentioned, let me dl SpeedyResources and take a look at the sink mesh. If it has a bhkCollisionObject block but you can walk through it and you can't click on it when it's used as an activator, something's not right.

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Thank you so much for the reply. I looked in Nifskope to find that bhkCollisionObject, it does have it. Here the image of it.

 

 

EDIT: Also while I have you here, I have created a new armor using some resources on the Nexus. The armor is a new type of Combat Armor in a desert theme, It's this one here. I have put the meshes and textures in the folders for my mod. When I make the armor in the GECK there is no texture while in the actual mod they are working properly. I don't know how to redirect textures for their respective meshes and I assume that is what I need to do. Here is what the armor looks like right now.

Edited by Mudguy47
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Yep, the problem's in the NIF. Open it in NifSkope, right-click the BSFadeNode and select Block->Insert. From that menu, select Bethesda->BSXFlags. That should add a BSXFlags block as a child of BSFadeNode. Highlight the BSXFlags block and change the Integer Data value in the Block Details window to 2. That flag tells it to actually use the collision data which is already present but currently unused in the bhkCollisionObject.

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Not sure what would make something look different in the GECK than in the game. As far as I know, they use the same attribute from the NIF to apply the texture:

 

NiTriStrips->BSShaderPPLightingProperty->BSShaderTextureSet

 

The first line in the Block Details list should be the actual texture DDS, and the second line is the normals DDS.

 

The texture defined in the NIF can be overridden with a Texture Set record in the GECK, but that's not typically something that would happen by accident.

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Well I from what I can see the armor does not have NiTriStrips, it does however have NiTriShape. I looked this up and apparently you shouldn't have both on a mesh. Now this is getting confusing. I'm very sorry for be being a total nob on all this.

 

EDIT: I should also mention that I cannot click the sink now in the GECK. It's like it isn't even there anymore. It is still listed in there but I can't move it or anything.

 

EDIT2: Alright I can click it, kinda but only in one specific spot I can't figure out. So essentially I can't click it.

Edited by Mudguy47
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OK, for the sink, the BSXFlags should be the child of BSFadeNode and in your pic it looks like it's a sibling. It should look like this:

 

https://drive.google.com/file/d/0By98Y3-7IeHYUk5sSnBsZzJoZjA/edit?usp=sharing

 

Instead of starting over, you should be able to right click on BSXFlags and pick Block->Copy Branch, then right click on BSFadeNode and pick Block->Paste Branch. Finally right click on the original BSXFlags (the one that's in the wrong place) and pick Block->Remove Branch.

 

For the armor, as you point out, you shouldn't mix NiTriShape and NiTriStrips in a single NIF, but it doesn't matter which one you use as long as the TextureSet property is correct. Most (but not all) of the vanilla armor uses NiTriShape, while a lot of armor from mods uses NiTriStrips,

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