charwo Posted November 8, 2012 Author Share Posted November 8, 2012 Danke! :) Good luck to you, and if you find the script that allows the over fast charge rate for the Hyperbreeder, let me know! Now, onto the modding news. I have seen the currency section of the mod. The problem I am running into is that I'm not seeing an editing option to turn Pre War money from an object type MISC to CMNY But I have great news in that I got Bond's Flag to work in New Vegas! It was a qualified success. The flag looks great....except for little bugs. One, the kind of NCR flag at Camp McCarran it works flawlessly, but for tapered down flags like the ones at NCR embassy and 188 Trading Post, the alignment is all off, as in the Flag floats in the air a good two feet from the flag pole, and the mesh continues to be sniff, instead of blowing down. Also, the flapping motions are a lot more stiff even in an analog replacement like the one at McCarran. So I'm thinking the problems are in the animations. The next step for me seems to be altering the animations. Even the tipped down flag should be the flag with the right 'windless' animations, correct? And since I want the characteristics of the old flags, but with a new mesh, I think I can port the animations from the originals wholesale and be done with it. Only two things are stopping me: I've been horrendously sick and I have no idea what controls the animations on a world object. If I'm going about this the wrong way, please tell me. And like I said, is it possible to have a weapon have two different sounds when fired: one for standing, one for sneaking? And is it possible to to add an effect script of post mortem discharge disintegration? Link to comment Share on other sites More sharing options...
mj246 Posted November 8, 2012 Share Posted November 8, 2012 and if you find the script that allows the over fast charge rate for the Hyperbreeder, let me know! It turns out the issue is that the Hyperbreeder has a very low charge rate number, however the Geck rounds the number in the "Regen Rate" field. This means that any number below 0.5 shows up as 0, which led to my confusion. I have decided through trial and error that the Hyperbreeder has a rate somewhere around 0.3. I believe this means it charges one shot per 0.3 seconds, but I'm not positive. So put in 0.3 or maybe 0.33 into the "Regen Rate" box in the GECK and it will immediately change what you see to 0, but actually retains the fraction, giving a fast recharge speed. Link to comment Share on other sites More sharing options...
Xaranth Posted November 8, 2012 Share Posted November 8, 2012 Danke! :) Good luck to you, and if you find the script that allows the over fast charge rate for the Hyperbreeder, let me know! Now, onto the modding news. I have seen the currency section of the mod. The problem I am running into is that I'm not seeing an editing option to turn Pre War money from an object type MISC to CMNY You can't actually change item types. What you'll need to do is extract the Pre-War Money meshes, textures, icons, et al from whatever BSA they're bound up in, then edit one of the existing CMNY types. Give it a new form name, and change all the appropriate fields to your PWM data, and tell it to create a new form. The absolute Value field is how much the thing is worth. This MAY have some kind of consequences with the Caravan game - I honestly have no idea. And I'm afraid I have no inclination to test it. I hope someone else can help you with your modelling difficulties. :) I'm no artist, modeller, or anything else in that vein. -X Link to comment Share on other sites More sharing options...
charwo Posted November 9, 2012 Author Share Posted November 9, 2012 Danke! :) Good luck to you, and if you find the script that allows the over fast charge rate for the Hyperbreeder, let me know! Now, onto the modding news. I have seen the currency section of the mod. The problem I am running into is that I'm not seeing an editing option to turn Pre War money from an object type MISC to CMNY But I have great news in that I got Bond's Flag to work in New Vegas! It was a qualified success. The flag looks great....except for little bugs. One, the kind of NCR flag at Camp McCarran it works flawlessly, but for tapered down flags like the ones at NCR embassy and 188 Trading Post, the alignment is all off, as in the Flag floats in the air a good two feet from the flag pole, and the mesh continues to be sniff, instead of blowing down. Also, the flapping motions are a lot more stiff even in an analog replacement like the one at McCarran. So I'm thinking the problems are in the animations. The next step for me seems to be altering the animations. Even the tipped down flag should be the flag with the right 'windless' animations, correct? And since I want the characteristics of the old flags, but with a new mesh, I think I can port the animations from the originals wholesale and be done with it. Only two things are stopping me: I've been horrendously sick and I have no idea what controls the animations on a world object. If I'm going about this the wrong way, please tell me. And like I said, is it possible to have a weapon have two different sounds when fired: one for standing, one for sneaking? And is it possible to to add an effect script of post mortem discharge disintegration? In my expiernce it actually rounds down so that any number below 1, even a fraction goes to zero and there is no recharging at all. Link to comment Share on other sites More sharing options...
mj246 Posted November 9, 2012 Share Posted November 9, 2012 In my expiernce it actually rounds down so that any number below 1, even a fraction goes to zero and there is no recharging at all. That's strange, because it definitely worked for me. Not only do I get a recharge rate with a decimal such as 0.25, but I see a significant difference in recharge speed between 1 and 0.5 and between 0.5 and 0.25. Like I said, I tried several options from 0 to 1 and the correct rate seems to be around 0.33. The Geck will show it as 0, but it does recharge in-game (at least on my system). Link to comment Share on other sites More sharing options...
charwo Posted November 14, 2012 Author Share Posted November 14, 2012 I am going to try taking it down to both .5 and .25 and see what happens. In the meantime:1. Could someone explain to me what those banks of sound in the weapons sound partition correlate to? If there's a sneak fire versus stand fire, then I'm almost ready. 2. How do I build in a script effect that allows me to disintegrate bodies with a certain weapon? Link to comment Share on other sites More sharing options...
charwo Posted November 17, 2012 Author Share Posted November 17, 2012 Although I know have limited at home internet access, it's not really the kind where I can watch GECK tutorials ATM. As such, I need help with the aforementioned problems: I need to know what the different sound options on a weapon correlate to, with an interest to different sounds while sneaking and when standing. I also need a primer to scripting: how to identify previous ones, discern what they actually do, how to compile multiple into a single new effect and then of course, the action script I need to disintegrate bodies upon death. I am in need of assistance and cannot move forward without it. Link to comment Share on other sites More sharing options...
mj246 Posted November 18, 2012 Share Posted November 18, 2012 I'm not incredibly well versed in all the different sounds and effects. However, so far as I can tell, there is no specific sound change available between walk/run and sneak as the geck is currently set up. If I'm not mistaken though, the sound level of a weapon really only comes into effect when sneaking as far as gameplay is concerned, but it will always sound either normal loud or silenced to you with no change. I may be wrong on the above. As to the specific scripts for adding multiple effects from different items into one, I have absolutely no idea how to do this and have not tinkered with that aspect of modding at all. I suspect you may need a more advanced program along with the geck to accomplish this, but again I have no idea. Hopefully someone with more experience in this area will respond. I do however know how to make enemies disintegrate upon death but only when the death is caused by a critical hit, like with laser weapons. If this is what you are referring to, you need to change the crit effect near the bottom of the game data window of the weapon to "LaserDisintegrationFXSpell" on check the "on death" box. Again this will only disintegrate when it is a critical hit that kills the enemy. I think there is a way to disintegrate on every kill, but I'm not 100% sure how to do it. Link to comment Share on other sites More sharing options...
charwo Posted November 18, 2012 Author Share Posted November 18, 2012 Thank you but no. I am speaking of post mortem disintegration. As in, you take a dead body and fire the weapon and it turns to ash. If the weapon ashes in combat, it's utility as an infiltration weapon is compromised because it has to look and sound and deal damage like a 45 in any public showing. Link to comment Share on other sites More sharing options...
charwo Posted November 27, 2012 Author Share Posted November 27, 2012 OK, modding adventures continue, as do brick walls. I'm still in the mesh substitution phase of all of this, so I decided, for personal use, to replace the dead trees with live ones. In the Badass Wasteland Restoration Project for Fallout 3, there's a straight remesh of the type I was looking for and off I went and ported it. The problem is that the texture comes out wrong. It cycles as you move, going from the right mesh to one that while structurally correct, the texture changes to that of various other objects. Imagine a tree coated in crosswalk signs, and that's what I'm seeing. How on earth do I fix this? Link to comment Share on other sites More sharing options...
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