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Artecus

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Nexus Mods Profile

About Artecus

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  • Website URL
    https://zeldadungeon.net/forum/members/rhinestone.95998/
  • Discord ID
    Rhinestone#3647
  • Country
    United States
  • Currently Playing
    Fallout New Vegas
  • Favourite Game
    The Legend of Zelda: Breath of the Wild

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  1. Whenever a save with dead bodies in it is loaded, a death message will appear for every loaded dead body. For example, a save after the gunfight in Goodsprings is loaded. Many death messages will appear on top of another that you will have to close one by one. "Goodsprings Settler has died." "Powder Ganger has died." "Joe Cobb has died." It will generate messages for every loaded dead body. This does not happen with fast travel or loading zones, and it is only related to saves. Things I have done: >Verified game files. >Checked my mods with FNVEdit. >Restored my fallout.ini file to default. I have not manually tampered with any of my mods. Load Order:
  2. DubiousIntent, Jokerine, EDPGaffney; Thanks. Dubious, I got lost in that link you sent me, so I'm sorry, but it didn't really help me that much. If only I had a Bethesda IT guy right about now. Jokerine, I may drop the thought completely at the risk of conflicting with other greater mods. I'm willing to learn though, so being a beginner doesn't really intimidate me that much :smile: EDPGaffney, even though you claim you haven't used the feature in 7 years, you may be on to something. I'm going to try something with already existing Lucky 38 stuff, although I doubt it will work that easy, since the GECK is a pain in the donkey.
  3. Alright, so someone requested that I make it possible to "send your companions to the shack and they will walk around the house and go inside it" for this mod [spoilerhttps://rd.nexusmods.com/newvegas/mods/64034?tab=posts The first thing I thought of was to tell him I'm going to start work on that feature. One issue, I have no idea how to go about it. Things I do know: -How to set up a very basic script -How to edit dialouge -How to edit/create cells -How to make doors, custom activators/new activators -How to make a basic NPC -How to make a note, key and terminal -How to create a new item (consumable, weapon/armor) Things I do not know: -How to make a basic quest, unmarked or not -How to make a more beginner script -How to make navmeshes -How to make LODs -How to put water into landscape -How to make more advanced functions/triggers Anyone willing to help? I'm looking at other methods besides dialouge with companions, if it comes to that.
  4. I know some people have tried to implement bleeding into New Vegas, but it has either been buggy and non-dlc friendly, or just a massive overhaul that affects a lot of other stuff. I think it would be cool to offer a new bleeding mod, creating game difficulty and new resource management. Craftable Bandages (apparel? aid?) ---------------------------- Made using animal hide, these can nullify the effects of bleeding. Weight: .2 lbs (BONUS) If worn for 3 (ingame) days on a certain limb, the limb will heal. Bleeding Effect ---------------------------- So now you are losing blood. Anything that penetrates DT/DR should inflict the bleeding effect. -1HP/S Bleeding out takes a while. Over time, you will notice more severe consequences; EFFECT: Bleeding for over 4 minutes (realtime): STR-1, END-1 EFFECT: Bleeding for over 6 minutes (realitme): STR-2, END-1, INT-1 EFFECT: Bleeding for over 8 minutes (realtime): STR-2, END-1, AGi-1, INT-1 Using a stimpak only prolongs death, if you're bleeding. The game has become much more deadly. If you use enough stimpaks to prolong death, bleeding stops after 10 minutes. The bleeding effect should not be akin to a man suffering with hemophilia.
  5. Mktavish; the script in your 2nd reply worked... can you imagine how much time could have been saved if I just tried your script?? Still, I guess I'll never know what was wrong with mine... :/ So one issue remains... actually getting the light "source" to switch to the static "off" model of itself. This can't be impossible since other popular mods pulled it off like it was nothing. Any suggestions? Should I just make a new thread?
  6. Gonna get rid of "return", the switch could be activated but the lights remained on. I'll edit this with an update Also I think for turning the actual light "sources" off I could probably just enable "opposite of parent" or something like that... but yeah, like I said I'll get back to you Getting rid of "return" did nothing. Since my mod isn't exactly popular I'll just wait until I feel like it and then test your script, Mktavish.
  7. I rarely misspell things without noticing, and by rarely I mean maybe once every 4 months. But goddamnit, I had to mispell something on something like this. One of the REF's for the actual lights was "ForetHutLight04REF" instead of "ForestHutLight04REF". That'll teach me to make long REF id's that's for sure. Man, I hope it didn't take you a while to write that post. Thank you both; Mktavish, I'll be sure to keep that script in mind. But, if you guys still want to help, I need to somehow make the static light "sources" appear off. Any ideas on where to start?
  8. So, I'm trying to add a light switch script to my mod on the Nexus. I already tried getting this script to work in the normal GECK and NVSE GECK. And I really want a real person to help me with this, not GECK PowerUp. (Just so you guys know this is what I was using. ) So this script would go on the yellow light switch item that is in the game, but under a different editor ID of course. I made Persistent REF ids for each light effect in the interior (which you will see in the script). When I try to save this script, it says "Do you want to save the Current Script? Current = ForestHutInteriorLightScript" and it gives me "Yes or No". When I click "Yes" I just get sent back to the script (can't exit script editor with script saved). What am I doing wrong? Should the references not be persistent ids? Am I too much of an amateur to understand proper script language? Please, if anyone has even the slightest of info, I need it. I've been almost pulling my hair out over this one script.
  9. Here I am getting all confused about why GECK won't tell me what the hell is wrong, and it turns out I mistyped a goddamn editor ID (Thanks GECK Powerup). And I agree Madmongo, GECK seems like an inside dev program that they acted like no one else needs to know how to use but them. Well now I know; don't glance at an ID like a dumba** and then beg for help when something goes awry!
  10. That's... odd. After editing exactly what you told me to edit, the GECK won't let me press "OK" to save my changes to the topic script. Now because I have a DLC file, I made Lonesome Road a master of Character Creation Streamlined (which I am editing to get my desired items at the start of the game). Under ; Basic starting equipment for all players player.additem Stimpak 4, 1, 1 player.additem caps001 18, 1, 1 I added player.additem DLC04ArmorDusterOldWorld, 1, 1 player.additem OutfitNCRRangerHat01, 1, 1 player.additem WaterPurified, 3, 1 I noticed that the scripts were using player.additem (editor id), (amount), (can someone explain what the 3rd number is?) So I just copied the original starting item's parameters. After doing this, I can't compile scripts, I get an error. I can't press "ok" after pressing "edit text" and adding in what is shown above. And I can't save. When I try to save, it acts like it saves (it doesn't) then when I try to exit GECK it says "Save Changes?" and when I press "Yes" the GECK doesn't close, it goes back as if nothing happened. What in the heck...?
  11. I went into VCG01 (Ain't that a Kick in the Head) and I wanted to edit the items Doc Mitchell gives you. I went into Topics and went to his dialouge "Here, these are yours, bla bla..." I scrolled down to the script, and I got stuck. Would I simply add "player.additem ****" line after line? Note that I also want to be able to run this along Character Creation Streamlined, so would I edit that mod's .esp or make my own .esp and overwrite that mod?
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