kriegerseele Posted June 7, 2016 Share Posted June 7, 2016 Hey Guys, first of all sorry for my bad english, i´m german. And i definitely need help from a modder, who is more skilled like me. Thats not a big deal, i think...;) Ok, that´s the problem: I have a vision. A vision, where the gameworld of Fallout 3 is teleported into the 21th century. You know, not just weapons...everything should look really cool and realistic, but also believable...i have tons of ideas and i´m just one crazy, Fallout-loving lunatic, but...f*#@, thats not the point.For now, it´s them damn Zeta-Aliens...well, they´re a bad joke. The models, like almost everything else in the game sucks and can´t be taken seriously. I want to change the feel of the entire game. And these aliens got me a big headache...I want to replace them with the awesome Xenomorph-models and managed to bring them into the game. This wasn´t a problem at all- all aliens are Xenomorphs now, but...they act real strange. In the first sequence, when you breach out of your cell, they act normal, they attack me and anything else like they should and everthing is fine. But from the moment on when you free Sally and reach the engineroom, ALL of these f*#@ing aliens are transforming into little Sissys and run away...this is so stupid. They just don´t want to behave normally...i changed the aggression-formula, AI-Packages...nothing helped. Maybe you guys have an idea? And everyone, who want to help me with my Mega-Project is welcome. THX Link to comment Share on other sites More sharing options...
kriegerseele Posted June 8, 2016 Author Share Posted June 8, 2016 UPDATE: It simply doesn´t matter, what creature-model i use- the result is the same. I´ve tried different models to make sure, that it´s not the mesh or the animations that causing the problem. It seems like the model-changing-procedure itself causes the issue, changing back to vanilla-models solves the problem. I don´t understand it...please, i really need some help with this. Link to comment Share on other sites More sharing options...
Purr4me Posted June 9, 2016 Share Posted June 9, 2016 UPDATE: It simply doesn´t matter, what creature-model i use- the result is the same. I´ve tried different models to make sure, that it´s not the mesh or the animations that causing the problem. It seems like the model-changing-procedure itself causes the issue, changing back to vanilla-models solves the problem. I don´t understand it...please, i really need some help with this.models are the puppets, the plugins / masters files contain the strings that control the puppets.Animation mods are mods that have puppet master controls. Dance party ? understand now? the instructions come from the data that tells the models what to do which comes from a plugin file. Link to comment Share on other sites More sharing options...
kriegerseele Posted June 9, 2016 Author Share Posted June 9, 2016 Thanks for the reply. But i know all that, i´m not an absolute beginner with modding. In GECK i tried different tweaks with A.I. and Packages and so on...It just seems that changing the model ruins the A.I...if i simply switch back to the vanilla-model the aliens behave normal again. This makes no sense. What the heck is the problem? Link to comment Share on other sites More sharing options...
Purr4me Posted June 9, 2016 Share Posted June 9, 2016 The problem is the source for the instructions are in conflict with internal instructions you have made in the model. your asking the engine to perform two things...different things at once. What ever instruction you are placing into that model needs an override esp instruction to match it that over rides the records in the Zeta.esm file...we call those patches and are easy to make. Link to comment Share on other sites More sharing options...
Purr4me Posted June 9, 2016 Share Posted June 9, 2016 copy all AI instruction in thew CK to a brand new separate esp plugin in for that single set of mesh files and hard save it, then exit the geck.reload the esp in a separate session and edit "your Plugins data by changing it's name to match your mesh files name. IF you are using a vanilla asset and do NOT change it's name? that's the problem, you need to do that and make things not Vanilla. Link to comment Share on other sites More sharing options...
Purr4me Posted June 9, 2016 Share Posted June 9, 2016 an example only from memory: mmm mod changes vanilla assets of creatures, each creature name is a changed vanilla asset so it needs the plugin instructions with same said name to match the assets name, but is using vanilla assets as a root source to override it. it's a lot of work..stay calm cool and collected. you will figure this out. Link to comment Share on other sites More sharing options...
kriegerseele Posted June 9, 2016 Author Share Posted June 9, 2016 I´m sorry, i´ve tried to follow your instructions, but i don´t really get it. Could you please guide me through the procedure step by step? Link to comment Share on other sites More sharing options...
Purr4me Posted June 9, 2016 Share Posted June 9, 2016 I´m sorry, i´ve tried to follow your instructions, but i don´t really get it. Could you please guide me through the procedure step by step?I am currently out of town right now taking care of some business when I return home I'll try to help you out in the meantime in my friends told her my profile ask my friend Joshua to assist you he's at a computer right now okay Link to comment Share on other sites More sharing options...
kriegerseele Posted June 9, 2016 Author Share Posted June 9, 2016 Nice, thank you. I ask him. Link to comment Share on other sites More sharing options...
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