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ChrissyMcp

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About ChrissyMcp

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    United Kingdom
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    Skyrim, Oblivion, Fallout 2, Fallout New Vegas, Call of Duty MW3, Dead Space 2, Battlefield 3, Minecraft.
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    Skyrim

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  1. Forgot about the < and > functions (basic mathshttp://forums.nexusmods.com/public/style_emoticons/dark/unsure.gif ). So if I want to have a variable to activate that is going to be met between two numbers I write: if Variable > 10 && Variable < 15. Do this. Thanks, you just helped me learn some scripts http://forums.nexusmods.com/public/style_emoticons/dark/biggrin.gif really appreciate it !
  2. So I've been messing around with the GECK for a couple of hours now working on my mod. What I want to do is edit a certain location if a few variables have been completed. I want to make Nellis AFB empty of Boomers and full of prospecters and scavengers. I went about doing this with a script that is enabled when I leave a certain room (the interior where you are shown the slideshow after the Hoover Dam battle) and checking if two NPCs were dead, Pearl and Loyal. Then I wanted one of these variables to be met (VStoryState == 61) (VStoryState == 62) (VStoryState ==63) (VStoryState == 64), but the problem is that I don't know how to put the "or" in the script, I wanted the script to work like this :- (VStoryState == 61) or (VStoryState == 62) or (VStoryState ==63) or (VStoryState == 64). It didn't work. So now I am asking a more experienced modder on here to tell me where I went wrong. What I think I done wrong is that the "or" isn't a proper function and that there is an alternative to it. Also, I would like to know how to disable several references at once, like Disable REF1 REF2 REF3....etc Thanks for taking the time to read this. http://forums.nexusmods.com/public/style_emoticons/dark/biggrin.gif Edit: Forgot to post an example of my script so far http://forums.nexusmods.com/public/style_emoticons/dark/tongue.gif scn BoomersEndStatesScript [/url] Begin OnTriggerLeave (Trying to find the REF for interior) if (NellisPearl.GetDead == 1), if (NellisLoyal.GetDead == 1), if (VStoryState == 61) or (VStoryState == 62) or (VStoryState ==63) or (VStoryState == 64) Disable Boomer00F Boomer01F etc... End (Script is not yet fully complete)
  3. I'm not the best 3d modeler but I would recommend either Blender or 3ds Max. I recommend trying Blender first. Here are the Nexus Forums for 3d Modelling
  4. There are several mods that do this already. Type "start" in the file search bar and take your pick. Just make sure you ask for permission from the mods author to use some of his/hers mods files in yours if you plan use them.
  5. Wow............. Turns out I done the script right the first time I typed it in. I hadn't checked the Persistent Reference box http://forums.nexusmods.com/public/style_emoticons/dark/facepalm.gif. Thanks rickerhk, I downloaded the GECK 1 4 Power Up file. It helped. I knew the problem was going to be something obvious http://forums.nexusmods.com/public/style_emoticons/dark/biggrin.gif Thanks again, Chrissy_M_
  6. I just don't understand this wont save, I've shortened the script that I'm only adding in the Player.moveto function and the reference id for the marker (PlayerEndgameExteriorMarker). The GECK's way of saving scripts annoys me, it doesn't tell me what's wrong with the script. http://forums.nexusmods.com/public/style_emoticons/dark/wallbash.gif I've tried Cipcsis' scripting utility and it doesn't show anything wrong with my script. Please, modders, help me out and have a look at the script. Original working script. ____________________________________________________________________________________________________________________________________________________________ scn FadeToCreditsTimerScript short DoOnce ;Script blocker float Timer ;Timer used for animation control short bFadeOutDone BEGIN GameMode if (bFadeOutDone == 1) return endif if ( DoOnce== 0 ) PlaySound QSTEndTransitionStinger PlayMusic EndTransitionStinger set Timer to 7.8 set DoOnce to 1 endif set Timer to ( Timer - GetSecondsPassed ) if ( Timer <= 0 ) set vHDBattleController.iBattleState to -1 stopquest vHDBattleController stopquest VHDHouseBattle stopquest VHDIndependentBattle stopquest VHDLegionBattle CraigBooneRef.Enable ArcadeRef.Enable RaulRef.Enable VeronicaRef.Enable LilyRef.Enable RoseOfSharonCassidyRef.Enable RexRef.Enable VHDSecuritronEscort01Ref.Disable EnablePlayerControls enablefasttravel 1 1 1 set bFadeoutDone to 1 if VHDBattleController.iBattleState > 0 endif endif END ____________________________________________________________________________________________________________________________________________________________ Not working script scn FadeToCreditsTimerScript short DoOnce ;Script blocker float Timer ;Timer used for animation control short bFadeOutDone BEGIN GameMode if (bFadeOutDone == 1) return endif if ( DoOnce== 0 ) PlaySound QSTEndTransitionStinger PlayMusic EndTransitionStinger set Timer to 7.8 set DoOnce to 1 endif set Timer to ( Timer - GetSecondsPassed ) if ( Timer <= 0 ) set vHDBattleController.iBattleState to -1 stopquest vHDBattleController stopquest VHDHouseBattle stopquest VHDIndependentBattle stopquest VHDLegionBattle CraigBooneRef.Enable ArcadeRef.Enable RaulRef.Enable VeronicaRef.Enable LilyRef.Enable RoseOfSharonCassidyRef.Enable RexRef.Enable VHDSecuritronEscort01Ref.Disable EnablePlayerControls enablefasttravel 1 1 1 set bFadeoutDone to 1 if VHDBattleController.iBattleState > 0 Player.moveto REF.PlayerEndgameExteriorMarker endif endif END ____________________________________________________________________________________________________________________________________________________________ Any ideas, I think it's going to be something obvious that I've overlooked. http://forums.nexusmods.com/public/style_emoticons/dark/dry.gif
  7. I found the cell, it was quite close to Quarry Junction. It was a few steps from the 188 Trading Post. Thanks !
  8. So I've been working on my mod for about a year now and I keep promising to actually implement changes in the wasteland based on the PC's decisions during the final few quests, I'm planning to make it as lore friendly as possible and the point of this post is to find out the Cell ID of the area from this picture. After the ending slideshow I want the player to instantly load into this exterior cell, It feels like the best area to place the player in after Hoover Dam. Also, I could use some help in advanced scripting, I can make simple scripts but would like to learn more, if anyone could be kind enough to direct me to a website that will help me learn the scripting language that Fallout New Vegas uses, thanks.
  9. To change a weapons rate of fire download this, Selective Fire by Pelinor, don't know if it has any accuracy bonus, ask the author. Try it and endorse if you like it.
  10. Here's my mod to continue after the end, Continue After The Games Ending, enjoy http://forums.nexusmods.com/public/style_emoticons/dark/biggrin.gif
  11. There is already a mod that does this, Tailor Maid, by sin7188 and VerbalEarthworm. I don't know if it works with type 3 though, so you better ask the author.
  12. I just made the billboard and put it in the game. Even added a few bullet holes :P, it's pretty average for a retexture. Not Hi Def. I placed it in Goodsprings but I broke my game while reinstalling it and it's to late for me to try again (1:52 am) let me know if you want any further changes to the billboard just ask, I've just uploaded it to the Nexus, have a look. http://newvegas.nexusmods.com/downloads/file.php?id=45811
  13. Did you read the description or video ? did you know you can fast travel out of it ?
  14. Yeah, this has already been done. ST Terrible Super Mutants by Smiley Tops, enjoy......
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