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Hopper31

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  1. So I've finally decided to go back and rework my first mod (Removable Robot Arms) so that it's more compatible with other mods. I originally intended to do some scripting involving the GetModelPath NVSE function attached to a token that gets added on death via a walking ref script. However GetModelPath only seems to return the skeleton of the model (This isn't much of a problem on Securitrons or Robo Scorpions, but on anything else it prevents me from adding the unique Army/Blue/Construction version of the part). So then I tried to make it so that the perk would add the items via the 'Add Leveled List On Death' entry point, but that method is going to take a while because I'd have to put in around 400 entries into it, and the G.E.C.K locks up for a few seconds after every new condition/entry is put in. So pretty much what I'm asking is this: Is there a way to reference all of a creature's model paths in a script, or is there a scripting equivalent of 'Add Leveled List On Death' so I can copy and paste it instead of having the G.E.C.K freeze for five seconds every time I add a new condition? Thanks in advance. Edit: I've found out another solution by using Form Lists. So I guess you can disregard this post unless you have an idea on how I can use GetModel so I can add parts to other mods without RRA being a master.
  2. Never mind guys, I managed to solve it! If anyone else ends up getting stuck with something similar to this, here is what the problem was and how I managed to fix it. Problem: NPCs were targeting the player instead of the Titan, since the player was inside the Titan's hitbox the NPCs wouldn't fire for some reason. Solution: I used a walking ref script to determine which actors where in combat with the player, and made them stop combat on the player and start combat on the Titan.
  3. So recently I got back into modding New Vegas and I decided to update my TitanFallout mod, but I've come across an interesting bug/glitch in the process. After getting into the titan, NPCs no longer attack me consistently, sometimes they will, and other times they will just stand there shouting their search dialogue. I've found out that using the resetai command or getting out of the titan will cause them to start attacking. I've posted a video of this glitch below, and I will upload the WIP version of the mod if anyone wants to take a look at it.
  4. Thanks for the help guys! Unfortunately it did not turn out the way I thought it would. So I guess I'll have to deal with my old method.
  5. Just as the title say, I'm trying to find something similar to the GetHeadingAngle command for the x axis, as I want a NPC to aim at (but not fire at) an object that is moving up and down.
  6. Here is a way I thought of for the squish effect. Place an invisible explosion at the base of the mech when it's moving, and make sure it does no damage, then attach an effect to it that will kill/knockout any npc that is not the player within the invisible blast radius.
  7. In the TItanfallout mod that I'm currently updating, some people are asking me to implement a better aiming system for the titans than what I currently have. Currently there is a flame that is place directly where the player is looking and the titan is then tweaked to aim in the general area around the flame. It works to an extent, but it becomes increasingly off the farther you look from the center, or when the target is too close/far. So what I'm asking is: Is there a way to place a marker at the location that a NPC is aiming at? Edit: I think I found an easier way using GetHeadingAngle, but that only works for the Z axis. Is there a way to script a version for the X axis?
  8. Here is what I would do: Put a trigger in one of those intermediate cells and attach the marker to it. Then once the player reaches it have it update the quest marker to the next/final area.
  9. I've agreed to help, so don't rush! I do have a spare spot set up on the Titan Marker for another titan/mech. So when you are finished, and if you are interested in merging, it could be added to the marker. Of course I won't just sit by, I'll try to help in any way I can, and you guys will get credit for your part. But first I have to finish up some minor changes before version 3 is released.
  10. I haven't had to do this in a while but I believe that you delete all the .NAM files that are in your Data folder.
  11. I actually just now figured a way out that doesn't involve objects. Using SetAngle X won't work on a creature unless it's in combat or has reloaded their gun. So what I did was force it to reload it's weapon as soon as the player activates it and now it works just fine. Thanks for the help anyway!
  12. I have no idea what causes it, but it only occurs when the number is in front of a ref.
  13. Try removing the number from the REF. I believe the same thing happened to me and that's how I fixed it.
  14. I am working on a mod that allows you to summon a ridable mech from the sky (think Titanfall), and it works for the most part (you can get in it, move it around, and make it shoot). But I have encountered one major problem, there is no way for the player to properly aim it. I tried using the look command but that doesn't seem to work on creatures. The only way I could somewhat get it to aim is to use the useweapon command on a xmarker that floats around in front of it. but that fails some of the time to where it gets stuck in the turning or firing animation, and then that aiming stops after a few seconds if it succeeds. So pretty much what I'm asking is: is there a way to force an NPC to constantly track an object with their weapons out?
  15. Well if you need any more help with it feel free to ask. I've released a small scale horror mod so feel free to take anything from that if necessary. :D
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