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ZuTheSkunk

V.A. Project
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Everything posted by ZuTheSkunk

  1. I have a problem with a custom creature. The creature is scripted to walk in a predetermined pattern, stopping briefly on specific spots throughout its patrol. In the event it sees the player, it's supposed to enter a "charge" AI package that forces it to reach the player at all costs. If the creature loses sight of the player for 3 seconds, it ceases charge and resumes its patrol. If the creature reaches the player, the player will blow up. Now, when I startup the game, everything works fine up until getting blown up for the first time. After that, very weird stuff starts happening. First off, when I use the COC console command to enter the cell, the creature is present at a different spot than intended. Second, it just doesn't behave properly. It has difficulty moving, it's stuck facing a specific direction, and seems to be able to only move forward. And sometimes, instead of moving normally, it ends up repeatedly teleporting, a few feet at a time. One weird thing I noticed is that for some reason, I receive 55 XP upon reload. I have no idea why, but I suspect it might have something to do with the problem. I've been trying to find the source of the problem for 5 hours, with no results. If I can't find a solution to this, I will have to abandon the project, because it completely nukes the idea I had. Please help?
  2. So I tried to edit some vanilla glasses model in Blender. I tried to match the values in NifScope as close as possible to the original and I included the EGM file and everything. I put the thing into the game and this happens: https://dl.dropboxusercontent.com/u/109892108/MarkiplierGlasses01.zip The model can be found here. What am I doing wrong?
  3. I was wondering, is there some way in Fallout New Vegas to simulate opening up a security camera to look at a different part of the same cell? Would most likely require NVSE, but still, is there a way?
  4. I didn't attempt to use the OnMagicEffectHit thing again, since I already figured out an easier solution... but I did a very similar thing with a OnTrigger using a trigger zone, and after making sure to follow your suggestions, it works flawlessly now. Thank you very much!
  5. I would have three questions: - Is there a way to make the player temporarily immune to fall damage? I know that Super Marioblivion did it, but I can't figure out how. - Is there a way to make the player temporarily unable to jump? As in, making it so that pressing the jump key gives no input at all. - When moving the player somewhere within the same cell using player.moveto, the player is instantly brought to the nearest standing ground directly below the XMarkerHeading. Is there a way around this, so that the player starts floating in the air and subsequently falls to the ground?
  6. Your find is very interesting and will certainly come in handy in the future, but alas, it did nothing to fix the issue. I tried moving the player.moveto part (and everything related) to a GameMode block before the OnMagicEffectHit, but the result was still the same: an endless loop of being constantly moved to the XMarkerHeading. Then I tried something crazier: getting rid of player.moveto from the activator's script entirely and moving it over to a quest script. All it accomplished was making it so that my character is moved every five seconds, rather than every millisecond. My guess is that the hit detection is glitched and the activator, when hit once, gets permanently stuck with the magic effect applied to it, which forces the OnMagicEffectHit block to run endlessly. But the truly bizarre part is that, if this really was the case, then in addition to being moved, I would also hear a neverending wave of the sound effect I included being played over and over again - but that doesn't happen. The game seems to freak out solely on the player.moveto part, while everything else goes perfectly fine. EDIT: I ultimately managed to bypass the problem entirely by simply removing any scripts from the activators and adding a scripted effect to the staff which checks whether the object hit is the ID of the activator. Why didn't I do this sooner?
  7. I just encountered a most bizarre problem. In short, I wanted to make an activator that, when hit with a specific spell, moves the player to its parent XMarkerHeading. But for some reason, the game ends up putting the player in an endless loop where he's constantly moved to the XMarkerHeading. Casting other spells at the activator does nothing, and neither does adding a DoOnce condition. Help, please? scriptname ZUDoTUsageBlockPurpleSCRIPT ref MyParent ref MySelf Begin OnMagicEffectHit WKNW set MyParent to GetParentREF set MySelf to GetSelf player.moveto MyParent playsound SPLAlterationCast player.pms ZUDoTEffectPurple MySelf.pms ZUDoTEffectPurple End
  8. So, long story short: one of the architecture sets for Vaults was lacking certain pieces, so I tried to make them myself by editing vanilla ones in Blender. It works for the most part, but I'm having a certain problem, pictured here: http://puu.sh/5axVb.gif Depending on the position of the player, certain elements suddenly become either illuminated or completely dark. Any suggestions how can this be fixed?
  9. Unfortunately you're right, it seems to be applicable only to the player. ​ I figured out a workaround in the form of first having the actor be essential, and when he's knocked over, having him go unessential and die, which works fine for what I need. It would be nice though if I could somehow prevent the "X is unconscious" message from appearing...
  10. The question is simple: is there a way to make an actor killable, but impossible to be dismembered and/or turned into ash/goo?
  11. Yes, it's exactly that. Thank you very much.
  12. I need a script that makes an object, in this case an XMarkerHeading, to turn and face another object. Can someone please explain how can I achieve that? Note that this is for FO3, but it's probably the same like in Oblivion.
  13. Yes, but these controls affect brightness everywhere, and only Oblivion had this problem. That's some useful info, thank you. However, I'm using LCD monitor. From what I see, there are no other problems with brightness in the games, but I noticed one little, strange issue... when making screenshots in Oblivion through Fraps (what I always did), they turn out darker than the game actually is (example). And once again, it's only Oblivion's problem. Yes, I can be using vanilla screenshot feature (this one works normally), but still, anyone has an idea how to fix it?
  14. Well, I just installed the newest driver, and it seems that it has solved the problem... I can see everything in the dungeons again. False alarm I guess. Still, thank you for help.
  15. Okay, so... I needed to replace my old GeForce 6800 with Radeon HD 4600. Before the previous graphics card broke, I was able to customize the Brightness in the Video options; I set it high enough so I could actually see anything in the dungeons. Now however the Brightness is locked in the Video options, and when I explore a dungeon, most of the location remains pitch black (due to few sources of light obviously). Is there any way I can fix it? I don't care is it realistic or not, I want to actually see anything when exploring a dungeon...
  16. From what I see, you're using some custom, armored skeletons. Since skeletons' body parts are designed to not be connected between themselves after creature's death (resulting in skeleton falling into pieces that can be dragged around separately), it's most likely that the armor of these skeletons is rigged not only to the torso, but also to the arms. And since arms can be dragged separately from the torso, the result is that the parts of the armor are moving with them, just as it's visible on the screenshot. I guess that you would need to fix armor's rigging to get rid of that.
  17. ZuTheSkunk

    Bear

    That sounds interesting. Can I ask for a link, because I can't find it anywhere?
  18. ZuTheSkunk

    Bear

    Her sword is interesting... where did you got it?
  19. The idea is simple: I think that I could take requests for avatars and similar things (as long as they don't concern Skyrim ). See the bottom of the topic for the examples of my art. Short information about what I'm unable to create: * Nothing realistic. I fail at creating realistic things almost every time. My style is simplistic and cartoony, you see. * From the same reason as above, I'm unable to draw humanoid characters in unusual poses, unless there's a reference from which I can re-draw the pose. And I will most probably fail at quadruped animals of any kind. * No landscapes, unless they're intended to be very simplistic. I'm terrible at them. There might be something more, but that's all what I remember at the moment. Posting the requests: Since Matth made very nice template in his own topic, I'll just quote him about the way of posting the requests: Examples of my art: A few most recent things: Atronachs of Flame, Frost and Storm * Demonic pea * Evil Lord sign * Master Elementalist Some older things: Flower on the Skull * Sunflower Queen * Darth Sandwich * Worms vs. Lemmings This is an example of my attempt to create a custom tileset, in this case for the Gruntz game. Most of the things are mine, but some objects are either a vanilla ones or a few images borrowed (under the permission) from other authors (notably controllers, CD, green buttons and floppy disc): Virtual Reality Various portraits: Dwarf * Neeshka * Elanee * Nameless One
  20. You may want to change them so only the cap will glow. But it's a good first try.
  21. The solution is exactly the same. White texture with "_g.dds" at the end, and editing the nif of the creature to change its material property's emissive color to the color you want it to glow. Note that if the "_g" texture will be pure white, the entire mushroom/creature will glow (assuming that they're built from a single NiTriShape/NiTriStrips). You may want to make some parts of this texture darker or black, to prevent them from glowing. A good practice is to create "_g" texture from a black&white version of the base texture, as long as it's not too dark.
  22. I just checked this creature's files and it seems that he's actually quite wealthy in amount of animations... he can cast spells on self, on target, he can attack and powerattack in all possible directions (although as far as I can tell, these for forward and backward make no sense, since he cannot move and will probably never use them), he can be recoiled and staggered, and of course he can turn around and idle. What's interesting about him is that he seems to be based on the Daedroth's skeleton... too bad that my graphics card broke, because otherwise I would check how it looks in CS, for now it keeps crashing when I try to open it...
  23. Excellent work! Based on the Spore Plants from Fallout New Vegas, I presume? Just out of curiosity, how many animations they have? Turning left and right, equip and unequip, cast target, attack left and right, and obviously idle?
  24. ZuTheSkunk

    Torch... kinda

    It burns! Quite an interesting effect. Though I feel that this "torch-thing" would need a better base so it would not fall down. You could consider simply removing the "legs" and make the skulls touching the ground instead.
  25. @Vyper: quite mysterious indeed... it looks like they really planned that. ------------ Me likes.
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