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moburma80

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  1. The links on depositfile for your Wordpress mods are all down; any chance of a reupload?
  2. Yeah, great. I especially like the way they spun it as "LOL THOSE HACKS AT OBSIDIAN DIDN'T FINISH ANOTHER GAME PROPERLY" when I specifically said that isn't the case at all. Sorry Obsidian :(
  3. Dude! You've been featured on Kotaku. Congratulations!
  4. int iCount ; This is our counter variable we want to increase Begin Gamemode ;or Onload or whatever makes sense for what you're trying to do if Whatever ;whatever conditions trigger the event being done set iCount to iCount +1 endif end You'll probably also want some kind of variable to make sure the script only runs once only so the counter doesn't constantly go up (e.g. a bDoOnce or whatever).
  5. For reference, I worked it out myself. The clue was in President Kimball's files - all his dialogue is recorded in stereo rather than mono. If you record stuff in stereo it doesn't have any of the distance calculations applied to it, and can be heard everywhere. This is a bit botched even in that sequence - Colonel Moore speaks before him but her dialogue is only in mono, so she can't be heard at a distance even though they both presumably speak through the same PA system.
  6. One thing I've wondered about recently is how the distance that dialogue can be heard at is set. I need some dialogue to be heard across a wide area, but don't see any obvious way to do it other than making the dialogue a radio station. Using a talking activator I can hear the dialogue but only in the usual small NPC talking distance. Then I looked at President Kimball at Hoover dam. his entire speech is just a regular conversation dialogue topic triggered by a sayto (directed at himself). Yet you can hear his dialogue for miles away, it's processed as if it were a playsound. How on earth is this done? There seem to be no special settings or commands called - it just works somehow. Does anyone know how?
  7. does anyone waana play some multplayer?!
  8. Tick the "Top Level" box next to the topic "BertUtah". The rest will fall into place.You'd probably also want to change the GetDead function on his greeting line about Nephi being dead to actually check he is dead rather than the current check it has for "NONE". It's clear from the latter that this dialogue was cut very much on purpose.
  9. As part of my New Vegas Uncut mod series I need icons for two things in the game, but unfortunately I have the artistic skill of a gnat so need some outside help. As such I need two things drawn; one is an item icon, and the other is a perk icon. As such I need someone who can draw people, animals and items in the style (and hopefully quality!) of the original game. Naturally you'd get full credit for doing this. If you're interested, let me know and I'll tell you more.I don't necessarily even need the items to be created as DDS files etc, just a jpg will do.
  10. Yeah, I just figured this out for myself after poking around in the BSA files and noticing they all had form ids. Doh. Oh well, thanks for the help.
  11. The whole area of using voice samples in the Geck seems to be a top secret black art with very little info available on the internet about it, so I wonder if anyone has an answer to this: I'm trying to rearrange some vanilla game dialogue (NOT add new dialogue), but as soon as I make a copy of the dialogue or move the original dialogue entry to a new topic, the voice sample for it breaks and won't play in the game or in Geck. Ok, fair enough. But there seems to be no way to change what sample is played, at all. Is there really no way to direct the voice sample data to what already exists in the .esm file? Do I HAVE to extract the sample and put it in the path that's spat out to you when you make a new/copied entry? I can't find any way to do it, and even the mighty FNVEdit seems not to track this information (is it hardcoded)? Anyone got any pointers to what I'm doing wrong, or is it really meant to work this way?
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