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Cobalt1

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About Cobalt1

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    Fallout 3, Fallout 4

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  1. Well this is the first time there's been an actual date confirmed (if twitter can be a source of confirmation). It's been "next week" or "sometime in january" but never something this specific so hopefully this is a good sign: "looking good for Tuesday"
  2. Try the Oblivion, Fallout 3, or Fallout New Vegas kit's and check out that scripting language. This one will be based heavily on that, with changes to syntax. I would say so, yes, since I did relatively easily.
  3. Looking at that picture,it doesn't look like they changed much. If anything its just more Java like than it was before. On a interesting note, judging from the comments in that script that appears to be part of the Butterfly Script. True, it doesn't look too different, but one thing I notice already is the absence of "set" in order to define values, which is a godsend. Also apparently, looking at a different screenshot (below), you can now have loops! That alone just makes me cry of joy. Before you had to use the Script Extender, so im glad this functionality has been addressed and implemented. Good job Bethesda! http://sleekupload.com/uploads/5/thm/papyrus2_2_thm.jpg
  4. They mentioned a new scripting language called Papyrus, does anyone know where I can begin to learn more about it while waiting for the kit? http://sleekupload.com/uploads/5/thm/papyrus_thm.jpg It's definately good to see you can use external programs for scripting now too.
  5. I am happy to report that this bug will be fixed in patch 1.4 that is currently planned for release later next week. "Fixed crash in Haemar’s Shame if player had already completed “A Daedra’s Best Friend”" Again, this update is NOT live yet, but it will be soon. http://www.bethblog.com/2012/01/19/news-on-the-creation-kit-and-game-updates/ *EDIT* The update that fixes this is now live. http://www.bethblog.com/2012/02/01/1-4-update-now-on-steam/
  6. Also having this problem on the "Totems of Hircine" quest, and I also did the "A Daedra's Best Friend" quest before this one.
  7. i found it in the texture assets. It might not make a good wallpaper because it's not too big of an image, but here it is. http://sleekupload.com/uploads/5/thm/postervault10_thm.png
  8. the problem is the game engine code was altered. it may support fallout 3, it may not. What would be legal would be to make a mod for fallout new vegas that supported fallout 3, but wouldn't work until you installed the fallout 3 data, which there would be a program included to do so. And this would only be possible if you owned both games. The point is that the content wouldn't be available online, it would only be available if you already had both games.
  9. Title says it all. It was SUCH a great mod for fallout 3. a requirement in my gameplay. Does anyone know if its already being worked on?
  10. Can anyone help? Summary: How can i make a dog recognize a collision plane on level load?
  11. Great thanks! It almost works now, there is only one problem. The dog doesn't recognize the collision plane. I have a script on an activator (as a test) which makes the dog's Z coord go up by 20, and after pressing the button he lands on top of the collision plane (I've tried to put the script onto the dog on onLoad with no success). I currently have the dog a few inches above the collision plane. I have tried making the cage every collision type (filter, bounding box...etc) How can i make the dog recognize the collision plane on load?
  12. I have a dog cage that i want a the dog to be inside of, and stay inside of. The cage does not move. But i can't make him stay on top of the inside of the cage. What i mean is the bottom of the cage is a few inches but he stands through that on top of the ground. I have tried raising the navmesh and all types of collision models. I've tried activator and furnature types. Any suggestions?
  13. Thanks. The syntax says: [Object].PlaceAtMe ObjectID:ref Count:int Distance:float Direction:int{0, 1, 2, 3} but what does "ObjectID" stand for? obviously my object's ID, but i mean is that the "reference editor ID" when i edit an object? or the Base Object's ID?
  14. In my script, i need a model to spawn in the world and be placed at the persons feet. Now i know it can be done via MoveTo but how do i get the model to spawn in the first place? One idea i had was to give it to the player, have the player drop it, and then use MoveTo, but that didn't work, unsure why. Any ideas?
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