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GOLDENTRIANGLES

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  1. Everything you work on gives me a chuckle Jokerine. I really enjoyed working with you on the vending machines mod.
  2. This is the mod that I am working on. http://www.nexusmods.com/newvegas/mods/60738/? I am currently stuck on trying to make the clip size larger than the engine limit of 256. I would like to make The pistol to have a 175 roundsThe rifle to have 200 roundsThe rifle x2 voltage to have 200 roundsThe rifle x2 current to have 400 roundsThe first three are not a problem since it's under 256 rounds. However the x2 current laser rifle has a clip-size greater than 256 and that is what I am stuck on. If there is a simpler way to make this happen than the script listed above then I am more than happy to get some help. And of course I'll list your name in the credits.
  3. I think there may be some confusion here, I can't alter another mod authors work without his/her permission. I'm simply stating that I'll try to work toward avoiding conflicts between the two, so both mods will work in the same game, but each independently of the other. Ah alright, I was under the impression that you were going to try and contact the mod author. No worries :)
  4. So which one do I use? Or is there a way to run two scripts at once on one weapon? Sorry I'm new to modding.
  5. I haven't actually used the portable turret mod so I'm afraid I'm not too sure about compatibility right now. But I can keep an eye toward that as I'm mucking around with the mod (time and inclination permitting). Sounds great! And in case I wasn't clear, I mean for the Non-advanced ones (the ones that explode after a while) to be throw-able, but the ones that can be packed up,(the ones that last forever) just leave them how they are. Thanks!
  6. OK sounds good, do you have or can you work up to a save to playtest it? Yea that's no problem
  7. I need some help for anyone that has the FO3 GECK currently installed. I have already gotten permission from the author to use the script in there mod that is linked below and I would like to re-purpose it for my own weapons that I am making. This would be very helpful since the GECK's limit for a magazine size is 256 rounds. http://www.nexusmods.com/fallout3/mods/12375/? I don't have fallout 3 or the GECK so I would like someone to extract the script for me so I can use it for some laser weapons I am making.
  8. YES! I would love to have this as a mod! I use the portable turrets mod however I always thought that the non-advanced turrets should be throw-able. As the advanced ones can be packed up but the non-advanced ones can't. I would love it if it would work with the mod you linked above!! :dance: :yes: :laugh:
  9. I would like this option also. Or at least a way to put him back in the pod without his chest exploding via high repair, science, or medicine.
  10. Try this. A mod already exists that you might be what you wanted. The only bug I have found with it is that if you have a modded weapon and you drop it using the mod (default way of dropping via pip-boy is okay) the mods will sometimes get stripped off. http://www.nexusmods.com/newvegas/mods/49117/?
  11. I tend to think the forums are a betters source (specifically the request forum), but that's only a guess. Can't hurt to give it a shot. If you can't find any help after a week or two update your thread and if I have some free time I'll try to help out. Okay.. I could realy use some help here. I can't get the physics to affect the props I want them to. I'm about ready to pull my hair out! If I send you the blender files would you be willing to help?
  12. I am. As I have stated above they will only be craftable once you find the vending machine codes which will be at Big MT. I can do that part in the GECK myself. What I'm looking for help on is the scripting which will allow the player to build them at a location. Looks like it's a separate lightform, NVDLC01TestBlueLightKey, so you'd want a few of those in your storage cell to use. Yep your right. I just opened up the GECK and plopped a few of those in random spots. Looks like it's the correct effect to me. Thanks, this will be essential information to whoever helps me script this. Also I'm thinking about cleaning up the textures a bit on the holo constructor/destructor and the man body box-like part and releasing the modes as a Modder's Resource with a link to this thread. Seems like a better way to get help since more people view the nexus than the forums. What do you think? Edit: I have edited the textures on the top part of the lv 1 part. One is a complete replacement and the other is just edited to be a bit brighter. The last two are what it default looks like. which one looks better?
  13. Lore: Oh yes I am well aware of the technology behind the vending machines. I have planed that the parts are only be able to be constructed at an already functioning vending machine (like the one in the bunker) and will require a great deal of chips per piece. In addition, they will only be able to crafted after finding the vending machine codes inside Big MT. (I can do this by making crafting recipes in the GECK) What I would like this mod to become is using one vending machine to make the parts, and then the courier (provided they have a high enough science/repair skill) can assemble the parts to make a new bending machine. Similar how you can use one 3D printer to make most of the parts for another 3D printer. I would like to avoid bloating save files so the empty room filled with various vending machine parts/steps would probably be the best route. I don't see a reason why the player wouldn't need to create more than 25 of the things so a limit of 25 would be okay. Unfortunately I am not a scripted/coder and was hoping that someone would be willing to collaborate with me on this project. I'm currently attending college university, so classes suck up most of my time. In addition, I have no idea what the blue light glowing effect that shines around the vending machine is. (the best example of what I'm talking about is looking at a wall behind the vending machine, next to the fountain, in the villa.) Using "player.placeatme xx00abec" doesn't create the surrounding blue glow just the active machine.
  14. So I have seen some mods around the nexus that adds Sierra Madre vending machines around various parts of the wasteland. However, I propose a new idea where the player can build their own vending machines, and place them wherever they want them to be. I have already went and downloaded blender and went through the process of learning how to make 3D models, and exported them to NIF format. You can see them in the pictures below. I will provide these models to anyone who asks for them. The end result isn't bad at all for a first timer, if I do say so myself. Now what I would like help with is someone to make code that would allow the player to place down the first piece of the vending machine. Then add the second piece to the first. Then the third piece to the second. Then finally the power from 1 Micro Fusion cell and 2 Fission batteries to the third piece would "activate" the Machine. Which would remove what has been built by the player and in it's place create a working vending machine complete with the surrounding blue glow. The parts can be created via a crafting recipe at an already active/working Sierra Madre vending machine. Prior to the posses of powering up the device the player should be able to remove the pieces and add them back to their inventory. If someone would be willing to code this part I would be very grateful and would, of course, include any and everyone's name in the Mod's front page. imgur mirror to images http://imgur.com/a/o1sGb
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