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ELPascal

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About ELPascal

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    ElPascal#9274
  • Country
    Germany
  • Favourite Game
    Fallout: New Vegas

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  1. Yes, I've come to the conclusion that this would probably be less complicated and quicker to pull off, altough I'm not 100% sure if it would work the way I need ( I intend to have an exact copy of a certain group of people, e.g. a caravan or a patrolling NCR squad spawn every week or so to simulate "traffic" pouring into the Mojave) The problem with spawn markers is that they move with the npc, so I'd need a script that disables them and moves them back to their initial position or a dummy cell once they've either reached the destination, died or are out of the players line of sight, in order to have them respawn there one week after their first "arrival", to prevent them from accumulating in certain spaces or getting spread out because one guy died on the road and then respawns long after the rest of his crew got despawned and proceeds to run about on his own. And I'd need to have those that somehow died during their travels respawn reliably too. This is gonna take a while to figure out, but I'm willing to experiment and already have a few ideas.
  2. Nevermind, took a couple hours of trial and error, but I found the cause of the problem and managed to solve it, begin on gamemode doesn't seem to be applicable in this case, or at least not with the conitions I've set up. Thanks for helping and offering help anyway, much appreciated!
  3. By the way, do you guys know why spawning npcs at Xmarkers via scripting (placeatme command) seems unwilling to work? I already tested the conditions for it to happen, they are set up correctly, just the actual action of placing npc x at marker y when z happens doesn't work and I'm beginning to feel a bit desperate. :D I guess I could find another way to make npcs appear there, but spawning them this way seems much more fitting for my purposes.
  4. I started using 11a to prevent npcs to show up after the 188-people, which are first in the list and then just ended up using the same numbers for everything else for simplicity's sake. Don't know why I didn't simply use 00 though, lol.
  5. Alright, I'll try that, thanks! I've got a habit of calling everything "11axxx" to make finding stuff easier, guess I'll have to overcome that.
  6. ELPascal

    Howdy.

    Hi. I'm ElPascal, also known as Pascal. Had my account here for quite a while but only recently started creating mods for New Vegas, which also happens to be my favourite game. I'm currently working on a mod called "The Living Desert", which, after a longer break, is finally coming along nicely. Hope you're doing fine and I'm looking forward to getting to meet some of you here some time!
  7. Hi there, I'm a total novice when it comes to scripting, so if somebody could help me understand which obvious mistake I made when setting up this triggerscript: ... scn 11aTravelersTeleportBackTriggerTESTbegin OnTriggerEnter 11aTrooperLeaderRef11aTrooperLeaderRef.moveto 11aTestMarkerREFendifend ... I'd be very grateful.The idea is that an npc patrols along a couple of xmarkers, which lead directly into a trigger. Upon entering this trigger he gets moved back to a marker near the beginning of his patrol, causing him to start over. Seems simple enough, but the Geck won't let me save and I can't figure out where the trouble lies. Anyone more observant got an idea?Thanks in advance!
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