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mojavesuave

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  1. Nevermind, chilloucik beat me to it: HQ Goo Piles
  2. I'm interested in taking this request. I'm going to double check and make sure no one else has uploaded a similar thing on the Nexus, then I'll start working on the redesign.
  3. The only working implementation I know is the mod New Vegas Reloaded. You can configure the mod to disable all other provided features and just use the video feature.
  4. I'm planning on taking up your request. If you just want blood red I can use gore bits in the game as a reference. I could also optionally make the goo dark red or bright neon red (slightly pink).
  5. @Druuler I've never really used articles myself either but I always wondered what I was missing out on as a mod author and not using articles in my mods. I'll probably just use them to refer users to specific patches or bug workarounds as mentioned above.
  6. @IsharaMeradin Thanks for such a detailed description of the possible uses for articles. I hadn't thought of using articles by consolidating compatibilities or bug fix workarounds. I also never knew about article promotions on the news feed. Honestly you covered pretty much everything I had questions about, appreciate the help.
  7. I've always wondered what the intentional use case was for articles written on mod pages. Some older mods seemed to use articles as endorsement threads. Others have used articles as a way of adding more detailed patch notes or guides and tutorial. The thing is I always keep most of the important information on the main details section, only adding to other text fields (changelog, compatibility etc.) if there is more specific or detailed information. What is the criteria that usually makes mod authors use an article for information rather than the main details section on the page?
  8. I'm making a mod that adds quite a lot of misc. items based on vanilla moveable statics, however, my current workflow of manually copying over every individual value for scale, boundaries, model, etc. takes hours to do one by one. A lot of the items in adding to the game in my mod will be based off vanilla assets so I'm looking for a script for fnvedit or the GECK that converts categories into other types Example: Apply script to change all relevant values in a static object into a miscellaneous item. Edit: I've found an xEdit script that does this. Hopefully it works on New Vegas as it's made for Skyrim.
  9. Not at all, I think its a syntax/block structure oversight on my end. I'll be trying both of those, appreciate the suggestions
  10. I want to make a custom actor effect that when applied to a creature, allows them to fully restore health at 50% health, play an effect shader, play a sound, play a message. I have tried several variations of my script and none of them have ever worked despite successfully compiling. I’ve tried using several other scripts as templates and followed the exact syntax with no luck.. I’m not sure whether my issue is the script, base effect, or actor effect. I’ve used other base effects as templates for mine and the same goes for actor effects. Something I don't understand is that I can reference the creature in game, and manually write what is in my script into the console and it works fine....but the script does not. script attempt 1: scn TestEffectScript short DoOnce Begin Gamemode If GetHealthPercentage <= 0.50 && DoOnce == 0 CastImmediateOnSelf TestActorEffect PlaySound TestEffectSound MessageEx "Enemy is effected" Set DoOnce to 1 Endif END script attempt 2: ScriptName TestEffectScript Begin ScriptEffectUpdate If GetHealthPercentage < 0.5 ResetHealth PlaySound3D TestEffectSound PMS TestEffect MessageEx "Enemy is effected" EndIf End
  11. Very unfortunate, I had plans to work with them, so many ideas
  12. I'm trying to make a mod that removes an object after being activated. When the player activates the object and it is removed, the player will also have items added to the inventory. I'm having trouble figuring out the syntaxes I need to make the script work. I tried to work off of a plant activator script but I don't think plants get removed just changed to a different physical state Edit: I ended up going with something like this and it worked! The key was disable after setdestroyed begin onActivate if State == 0 && GetActionRef == player player.additem JalapenoPepper 1 set State to 1 playGroup Forward 1 setdestroyed 1 disable endif end
  13. The mod B42 Descriptions aka Pip-Info is great but falls a little short when i realized that classic Fallout displays much more information when playing. In the same way that item descriptions are shown, showing descriptions would be very immersive for world objects like a fire hydrant or a generator. You know how in classic Fallout the game basically describes what you can see every time you move to a new area? That's essentially what I'm going for. Enter an area and every thing you look at will have information. As far as the technical details I don't quite understand the scripting involved or else I would've made this mod myself.
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