The door mod has not been released yet and is only set for radiation.
If you know how to UV edit you can change the doors glass texture. I created radiation,biohazard, medical, restricted, and clear on the included texture. The ruined texture I have not yet released.
The most important thing is to use the same setup in the geck that I used. If you do not the door animation can mess-up. The blind switch can be re-textured to the original Bethesda texture, but must be used with the door. The animation of the blind switch has been changed so that you can check its state in a script. If you try to use a normal switch, the script will recieve a "0" as it is not a door and the last animation played will resault in an error (Bethesda dosn't consider open and close an animation group in scripting????). This is the reasons I'm being a so an so about letting people use it.
When you look at the door in geck, you will notice that the switch is just an activation parent (so you can have more than one). The door is the linked ref of the blind switch and the blind switch is the linked ref of the door so you don't need an xmarker or unique ref name for any of it.
To port this into NV, make the same directory set up as Fallout 3 (ie data/aaTJMeshes/vault/doors) in your steam nv directory. This is how the NV release of the doors will be set-up. You will have to re-set the nifs texture in nifscope to Textures/aaTJTex*.* if the game dosn't recognize the textures. I found that this works better than data/textures/aaTJTex/*.*. Sorry but thats one of the reasons I do not like steam.
So if you can do this..Yes you can ues this model in you nv mod.
NV and FO3 have the fan. If you try to use them you will get an error message and they do not work.
I took the fan and re-did the animation so that it would idle correctly(without the error messages). I then decided that it looked weird just having it hang there without any obvious means to turn it. So I created a motor for each side.
I originally made this for a duct fan for new vault room nifs but I have not released that one yet as its part of an NV mod I'm working on.
You are totally and completely beyond awesome. Thanks for these. Will make my current project much much easier to do (ie. possible) They look great.
Speaking of the rules, is the moving fan your work? Cause NV didn't even have the fan, and I'd really like it in there. Otherwise, this will complete my project perfectly.
I will up load the alt 4way only if there is an interest in it.
The slide door with blinds requires special permission to use (because of the amount of work involved in their creation). The doors are part of a larger mod that I have not released yet.
All other nifs are free to use and release with the following restrictions:
1. you must give me proper credit for my work (a thank you in your read me is usually fine). 2. you must rate this file.(good or bad dosn't matter..just rate it!) 3. To port my work to another game (New Vegas, ect.)requires that you contact me and follow the appropriate copy right laws of the games owner(s).
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If you know how to UV edit you can change the doors glass texture. I created radiation,biohazard, medical, restricted, and clear on the included texture. The ruined texture I have not yet released.
The most important thing is to use the same setup in the geck that I used. If you do not the door animation can mess-up.
The blind switch can be re-textured to the original Bethesda texture, but must be used with the door. The animation of the blind switch has been changed so that you can check its state in a script. If you try to use a normal switch, the script will recieve a "0" as it is not a door and the last animation played will resault in an error (Bethesda dosn't consider open and close an animation group in scripting????).
This is the reasons I'm being a so an so about letting people use it.
When you look at the door in geck, you will notice that the switch is just an activation parent (so you can have more than one). The door is the linked ref of the blind switch and the blind switch is the linked ref of the door so you don't need an xmarker or unique ref name for any of it.
To port this into NV, make the same directory set up as Fallout 3 (ie data/aaTJMeshes/vault/doors) in your steam nv directory. This is how the NV release of the doors will be set-up. You will have to re-set the nifs texture in nifscope to Textures/aaTJTex*.* if the game dosn't recognize the textures. I found that this works better than data/textures/aaTJTex/*.*. Sorry but thats one of the reasons I do not like steam.
So if you can do this..Yes you can ues this model in you nv mod.
I took the fan and re-did the animation so that it would idle correctly(without the error messages). I then decided that it looked weird just having it hang there without any obvious means to turn it. So I created a motor for each side.
I originally made this for a duct fan for new vault room nifs but I have not released that one yet as its part of an NV mod I'm working on.
Speaking of the rules, is the moving fan your work? Cause NV didn't even have the fan, and I'd really like it in there. Otherwise, this will complete my project perfectly.
The slide door with blinds requires special permission to use (because of the amount of work involved in their creation). The doors are part of a larger mod that I have not released yet.
All other nifs are free to use and release with the following restrictions:
1. you must give me proper credit for my work (a thank you in your read me is usually fine).
2. you must rate this file.(good or bad dosn't matter..just rate it!)
3. To port my work to another game (New Vegas, ect.)requires that you contact me and follow the appropriate copy right laws of the games owner(s).