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Carnatics

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    Germany
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    Fo3 FNV
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    Fo3

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  1. on one hand it improves "random appearance" , but beth should have used different item id codes....cant wait for the creation kit to have a closer look on what they did there
  2. nope nothing special at all, i tried to add 100 peaces of the raider chest piece with the console command and they get added randomly i.e 10 raider chest piece (design1) 5 raider chest peace (design2) 7 raider chset peace (design3) 2 raider chest piece (design 4) 12 raider chest piece (design 5) 38 raider chset piece (design 6) 20 sturdy raider chest piece 18 heavy raider chest piece the (design) is not shown just for better understanding, also if you look at it in the inventory they look the same you have to wear them to see the difference. also if you mod them they change to 1 specific model but stay sepperatet in the inventory
  3. i dicovered that there are at least 6 variants of the standart raider armor chset piece (the normal armor without any mods attached) according to the wikia page there should be only 1normal 1 sturdy and 1 heavy if i have them in the inventory they are shown under each other the stats are all the same but the model is different and i wonder how many more models are in the game despite the 6 i found till yet
  4. begin onload If Player.GetItemCount Caps001 == 0 Player.AddItem Caps001 100EndIfuse this as reference
  5. instead of all that just make the note an activator and place the activator and script something like begin onactivate player.addnote (or player.additem) xy end
  6. Hello Community i have a problem i deleted vaulton city from the nexus pages a while ago ( due development) and now i had a hdd crash and lost pretty much everything, if anyone has still the plugin file could you pls upload it somewhere for me to get it back ? only the esp file, no meshes or textures :) thx :)
  7. Tanhk you for the help, should i ever release a mod wich uses that kind of script i will credit you ;) and of course, kudos is given.
  8. what script comand is needed to move a static from point a to point b with motion i mean not like disappear on point a and appear on point b i mean move from a to b ive seen this in a mod but i cant remember wich one :( i know about the rotation comand but i do not find anything about moving statics with motion or "fake animation"
  9. have you added a glowmap texture ? it is the line under the normal map just a plane white should help like Grass.dds <---the texture Grass_N.dds <---the normal map Grass_G.dds <--- the white glow texture
  10. sorry for my late answer i was rebuild the whole thing ,now it works like a charm :) btw your idea about the bug was right btw it is because there runs a single frame when you accept a trade so all i did was the remove command in the begin line and the add command in the endline ;)
  11. When i call a bartermenu via script the bought items vanish so i use an activator that says begin onactivate BarterDummyNpcREF.ShowBarterMenu ;the dummy npc end it opens the barter just fine but all i buy vanishes after accepting the deal (leaving the barter menu)
  12. I have here a very strange bug when i call the barter menu through a dialogue script it shows the menu perfect and the bartering mechanics also work BUT if i only buy something the caps get transfered but the bought item vanishes and never appear in my inventory Additional info of how it should be I talk to NPC X (X can be every npc) this script calls a dummy NPC and uses his vendorchest so i talk to a wastelander and choose this particular topic [brter]Lets Trade #the result script begin says DummyNpcBarterChest.AddItem VendorList 1And the result script end says DummyNpcREF.ShowbarterMenu SetStage.BarterQuest 20The Quest Stage result script says DummyNpcBarterChest.RemoveAllItems SetStage.BarterQuest 10
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