stevie70 Posted February 6, 2011 Share Posted February 6, 2011 hi everyone, i'm just working on my first non-tutorial mod & came across some questions. first one's about intersecting objects: if i have, just as an example, two of those standalone-office-walls and intersect them in a 90°-angle to form a cross, is that ok or is that going to make everyone's game crash (mine doesn't seem to care though) and send me straight to modders hell...? and the second one's, well, kind of more than one :-), but all about geck-handling...:.) duplicating multiple objects: it seems like after duplicating objects, i can't just mouse- drag them elsewhere, but i have to click them once and then click-drag them to be able to move them. as long as it's single objects, this just sucks a bit, but with multiple objects selected it's getting really annoying, because the additional click deselects all but the one object that's clicked (and keeping ctrl pressed just deselects that one object). the only workaround i found so far is rotating and then moving, which keeps the selection intact, but somehow that's not really it either - am i doing something wrong there or is this a "feature"...? (hope i managed to make clear what i'm talking about anyway, excuse me if my english may be weird, it's not my native tongue).) placeable-water-visibilty (in the geck): from most angles, my placeable water is invisible when not selected (not even mentioning trying to select it in the render-window), at least unless i refract something in it, which makes it fully opaque, which isn't the real thing either when still editing around it - any hints...?.) visibility general: is there something like a hotkey for making _every_ object in the cell fully visible (= unhidden), regardless of it's actual visibility status...?.) picking preferences hotkey: does, by any chance, anyone out there happen to know if there's a working hotkey to toggle the picking-preferences-box on a german keyboard? neither / (which is shift-7 on a ger.kbd) nor # (which on ger.kbd is the same key that hold / on an english one) seem to do the trick (if it was possible to save with the f***ing box open, i couldn't care less anyway...), and i couldn't find a way to reassign non- render-window-hotkeys so far...? and the third one's a legal one: if i imported some fallout3-nif's for a new-vegas-mod,would that be legal...? (not that i intended to or had the skills to do so on my currentmod, but i found that most of the tile sets in new vegas (vaults...!! :-P) are extremelyincomplete and thought that, for future mods, it might help to look for missing pieceselsewhere (since i can't 3d-model the least bit) thx in advance for any help... Link to comment Share on other sites More sharing options...
davidlallen Posted February 6, 2011 Share Posted February 6, 2011 (edited) I can answer some of your questions. It's helpful in the future if you don't line-wrap your text.if i have, just as an example, two of those standalone-office-walls and intersect them in a 90°-angle to form a cross, is that ok Probably not ok. When you look there in game, you will see flicker at the intersection. Some players don't mind, most will complain it is a bug.it seems like after duplicating objects, i can't just mouse-drag them elsewhere, but i have to click them once and then click-drag them to be able to move them. Suppose you select multiple objects and then ctrl-D to clone them. All of the new copies are selected. So you can move all of them at once. Did you mean something else?if i imported some fallout3-nif's for a new-vegas-mod, would that be legal...?Importing FO3 nifs is *not legal* for distribution. However, many of the FO3 nifs are already included in FNV. Any nif in the FNV distribution is legal to use in an FNV mod. Don't copy nifs or textures or anything from other games. Edited February 6, 2011 by davidlallen Link to comment Share on other sites More sharing options...
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