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Switching from F03 Jukebox to FNVs

General mod discussion and requests.
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Arkngt
Posts: 382
Joined: Fri Jun 26, 2015 7:52 pm

Switching from F03 Jukebox to FNVs

Post by Arkngt » Mon Jul 06, 2015 11:30 pm

So I'm trying to do what I thought was a simple thing - switching from the rather drab Jukebox you have in Fallout 3 to the blingy, lit one you have in Fallout New Vegas. In particular, I'd like to have the FNV model for the Jukebox you can buy for the Megaton player home.


OK, so first I simply switched the mesh, from


Clutter\JukeBox\JukeBoxDirty01.NIF (the model that is used for the Jukebox in the player home)


to


clutter\jukebox\jukeboxDirtyNV.nif( the model that is used for the Jukebox in the Prospector Saloon)


But that only gave me a Jukebox that is constantly lit around the edges. No bling.


OK, so I added the script that the Jukebox in the Prospector Saloon has:


VintageRadioStartOnSCRIPT [SCPT:000770C6]


But that didn't help either. What is it that makes the FNV Jukebox have "animated" lights?


»You're no match for science!« Doctor Mobius

TrickyVein
Posts: 982
Joined: Fri Mar 29, 2013 3:04 pm

It looks like it's

Post by TrickyVein » Tue Jul 07, 2015 11:02 am

It looks like it's jukeboxclean.nif which has an animated idle animation. Idle animgroups play by default. Well, the dirty version has the same animation, too.


If you're really curious about how it's animated, get NifSkope and look at its controller manager.



Arkngt
Posts: 382
Joined: Fri Jun 26, 2015 7:52 pm

Yes, in the Prospector Saloon

Post by Arkngt » Tue Jul 07, 2015 12:34 pm

Yes, in the Prospector Saloon, it is the dirty version. I've mimicked it as good as I can, using the mesh, the script and the sound activation, but still no go. Can't see any difference between my edit and the original NV Jukebox when checking it in the GECK or FNVEdit. Weird.


EDIT: Changing it to jukeboxclean01.nif didn't help. I'm sure I'm missing something here, but not sure what.


EDIT 2: Seems to be caused by info kept in the saves. When loading a much earlier save, the Jukebox is changed correctly to the FNV version, but if I load later saves it seems to be a "mix" between the two, so guess it's connected to save info somehow.


»You're no match for science!« Doctor Mobius

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RoyBatty
Gary
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Location: Vault 108

Persistent Flag.

Post by RoyBatty » Tue Jul 07, 2015 8:19 pm

Persistent Flag.


Image

Arkngt
Posts: 382
Joined: Fri Jun 26, 2015 7:52 pm

Are you saying that the

Post by Arkngt » Tue Jul 07, 2015 8:50 pm

Are you saying that the activator needs to be flagged as persistent - or the reference of it that is placed in the cell? I tried both and neither worked. Checking the bling Jukebox in the Prospector Saloon, it doesn't have Persistent Reference checked.


Nothing works for me lately. Depressing. :(


»You're no match for science!« Doctor Mobius

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RoyBatty
Gary
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I mean it should only be

Post by RoyBatty » Wed Jul 08, 2015 1:26 am

I mean it should only be stuck in your save if it's persistent. Otherwise just wait 3 days after changing it.


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Arkngt
Posts: 382
Joined: Fri Jun 26, 2015 7:52 pm

RoyBatty wrote:

Post by Arkngt » Wed Jul 08, 2015 6:31 pm

[quote=RoyBatty]


I mean it should only be stuck in your save if it's persistent. Otherwise just wait 3 days after changing it.


[/quote]


Waiting for a respawn didn't help. I tried it before as well with resetinterior, which should do the same thing I guess?


When checking the jukebox in the GECK, the reference marker HD01Jukebox has the Persistent Reference checked - and it's greyed out so I don't know how to remove it. The actual jukebox, i.e. the one you see in the render window, doesn't have Persistent Reference checked.


»You're no match for science!« Doctor Mobius

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