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Astymma

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  1. You should just need to find the radio response and in the script for that response, in addition to it setting the variable that defines the next song, add "Startquest YourQuestID" on a new line. For example, let's say that you wanted hearing Big Iron to start a quest. You find the response which is INFO: 0016B80F . Its script has this: set vCountryRadioQuest.iLastSong3 to vCountryRadioQuest.iLastSong2 set vCountryRadioQuest.iLastSong2 to vCountryRadioQuest.iLastSong1 set vCountryRadioQuest.iLastSong1 to 11 Change it to: set vCountryRadioQuest.iLastSong3 to vCountryRadioQuest.iLastSong2 set vCountryRadioQuest.iLastSong2 to vCountryRadioQuest.iLastSong1 set vCountryRadioQuest.iLastSong1 to 11 startquest YourQuestID Of course I'd add a check to see if it was already started so you start it only once. You may also have to display a message or set a specific quest stage too.
  2. Thanks Astymma, that is pure gold :thumbsup: I'v skimmed through the TES construction kit basic animation tutorial, but honestly it's less of a tutorial that just using pre-made building blocks, so I really appreciate the link. I'll probably stick with texture sets since it won't require any difference in file sizes in comparison, but I would love to master animated textures on rigged models. I always wanted to put some little CRT screens on power armor or on bots. I'd love to have some way to change those textures through script, but heck I can't complain, this will be a nice step forward. BTW have you come across any tutorials for NiVisController nodes? I'v been meaning to get around to checking out the blocks in the my dog mod, but they are very obtuse to me and a tutorial would be greatly appreciated. I'm actually kind of suprised we don't have a lot of info on for authors. I mean you want to add a hat to a think tank, presto. Add a new weapon to a bot, new armor to a dog, a neural network control helmet to a death claw etc. It just seems like the only realistic way of bypassing NV's lack of non humanoids ability to use various attire and equipment. I think it would really expand the game and present some great opportunities. Nope, sorry, you're reaching that territory where every practitioner is probably a poor tutorial writer hehe.
  3. Here's a very (VERY) basic tutorial on using flip controllers to animate textures in a nif. http://frworld.wikis...imated+Textures
  4. That's a shame :( Invalidfate did a animated costume/armor, I wonder if he wen't that route or has a practical shortcut ( I am alas too lazy to look). I'd be nice too to swap out a animated and non animated version depending on what the IsInInterior function returns, that way it would only flutter in the wasteland. It's not a perfect solution, but maybe in conjunction with NV's IsPleasant function it might be workable. Oblivion has a GetWeatherWindSpeed, if that's included with NV it would be perfect. You'd have to use NVSE and it's GetEquippedCurrentHealth to sync the animated and non animated versions of the dusters health through. Plus you could make it a quest script with a processing delay of 1 sec (and the script itself is really simple), so it's impact on the cpu would be infinitesimal. But it'd be awesome to have a visual upgrade like this for the duster. I think you can use a NiGeomMorphController and animate outfit parts without using a skeleton, similar to say the making a tavern sign that waves in the wind. Took a look at InvalidFate's Animated Rogue Outfit and that's how it was done for that clothing item... NiGeomMorphController child of a NiTriStrips chunk. EDIT: Heh, you posted while I was typing, yup NiGeomMorphController is the right option. EDIT2: You can try http://cs.elderscrolls.com/index.php/Morph_Animations_in_Blender as a basic tutorial on morph anims.
  5. I'm assuming you're running with MD CoolHair #84 currently hehe. Lings is probably going to be your best hope, especially the Saram or YoshikinaKota packs included.
  6. To make the duster flap in the wind would most likely require a modification of skeleton.nif adding in bones to form a "skirt" around the waist. I am perfectly willing to add such bones to my Compatability Skeleton for any animation project if you can find an animator willing to animate the garment.
  7. I tried it but it's buggy for me. I married my male follower almost instantly...no wooing involved. I mean that's good since in my head they were all ready married but...I missed out on the dating. But in the first place the dating options never showed up. As in I asked him if he was hungry but I got no options to take him to dinner or anything. And no options for gift giving. Another issue i'm having is when he insults me when I suck him off. I'm his wife and suddenly i'm awful at oral sex? I know its supposed to be you get better over time but...there needs to be a way I can just instantly be good at sex...because again in my head they have been married for years and my PC is great at sex... Yup, there are some issues with the mod for sure. Not saying it's perfect. Just recommending it as something to try as one of the few options available.
  8. The mod I linked above really is a good roleplayers option for marriage. It includes: Support for heterosexual, bisexual and homosexual relationships. NPC aggression and confidence factor into their willingness to engage in dating activities (some NPCs are aggressive, others shy) Dating NPCs to include entertainment, picnics, restaurants, getting to know the NPC, gifts. Weddings to include a ceremony and rings and each major faction has its own wedding path to include custom officiators. Sexual preference is built-in and respected with an optional path to woo an NPC to another preference. Works on all NPCs including vanilla followers (my male PC married Cass). Don't let the fact that the mod is based on Sexual Innuendo fool you, it's a RP mod aimed at those who want lore friendly marriage, dating and seduction in their game.
  9. I'm guessing that some of the recent posters to this thread haven't seen this mod yet. Yes it's a Sexual Innuendo mod but I'm guessing married people have sex despite the jokes indicating otherwise ;)
  10. In the bzBodySuits.esp there is a script named bzBodySuitsQS and contains the following code: scriptName bzBodySuitsQS begin gameMode if player.getItemCount bzBodySuitUnderwear == 0 player.addItem bzBodySuitUnderwear 1 endif if player.getItemCount bzBodySuitFlaccid == 0 player.addItem bzBodySuitFlaccid 1 endif if player.getItemCount bzBodySuitErect == 0 player.addItem bzBodySuitErect 1 endif end You would just need to comment out the player.additem lines by putting a semi-colon in front of them. Another option would be to do a StopQuest on the quest from that esp named bzBodySuitsQ like so from the console: StopQuest xx000EA9 With xx being the load order number of bzBodySuits.esp .
  11. Have you checked that the quest the topic is associated with has "Allow repeated conversation topics" checked?
  12. Well, according to the framed newspaper clippings in the Gomorrah (and, iirc, the ones in the player suite area of the Lucky 38)... the Gomorrah, when it was built, was compared to the Ultra-Luxe and the Tops casinos. The Lucky 38 is for sure a pre-war casino. Given the newspaper clippings it would indicate that the other 3 main casinos also existed, with those names, pre-war. Other indicators like the playing cards, the signs (although Michael Angelo could have made those), the casino specific rugs with casino names on them, gambling table felt designs and such also indicate that these casinos were pre-war casinos under the current names.
  13. I'm assuming you made a quest to control the dialogue in your mod. If not, make a quest to hold the variable intCloseDialogueBranch (or whatever name you want to give it). Create a script and put the following in it (assuming your Dialogue quest is named DialogueQuest): scn DialogueQuestScript int intCloseDialogueBranch Then, in your dialogue conditions you'd choose GetQuestVariable, then choose DialogueQuest, then choose intCloseDialogueBranch, then choose EqualTo, then 0 (Zero). In the dialogue that , once displayed, makes the branch no longer available... place this in the end script: set DialogueQuest.intCloseDialogueBranch to 1 Make more sense?
  14. Generally, in the quest used for the dialogue, add a variable such as intCloseDialogueBranch to the quest's script. Start it initially as 0. For that branch of dialogue, as a condition to display it, add the condition GetQuestVariable intCloseDialoguebranch == 0. When you want to close the branch off, set intCloseDialogueBranch to 1 and now that branch will fail to display.
  15. This thread has a discussion of the problem and fixes as far as I can tell.
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