Jump to content

dertspovor06

Premium Member
  • Posts

    16
  • Joined

  • Last visited

Nexus Mods Profile

About dertspovor06

Profile Fields

  • Website URL
    https://www.artstation.com/artist/dertspovor
  • Country
    France

Recent Profile Visitors

8735 profile views

dertspovor06's Achievements

Apprentice

Apprentice (3/14)

0

Reputation

  1. I don't know, that's what was used in other cells so I copied that, but I probably missed something. I'll try the packin, thanks for to answer ! EDIT: It works perfectly, I think I did a mistake with the keyword used. Thanks for your help!
  2. Hi everyone! I'm trying to create a new indoor cell with ghouls inside it. My problem is that when I inter the cell, the ghouls instantly detect me and when the fade out of the screen ends they're almost already on me. I would like to find a way to avoid that : the ghouls stay where they are till the player is close enough to them. Also, I would like that when several ghouls attack me somewhere in the cells, the distant ghouls (from other rooms) stay where they / don't start their ambush animations till I come close enough. I know we can do that and perhaps it's something easy to do but I don't have the knowledge on cell-design to do that. I tried to follow what was done on the National Training Yard with the ghouls but I don't manage to do what I want. Also I used the script MasterAmbushActorScript but I probably don't know how to use it or I missed something. What I did: -I placed a ghoul "LvlFeralGhoul" with a MasterAmbushActorScript and a linked ref "SandboxFeralGhoulXXX" or a "PatrolIdleMarker" -In the PatrolIdleMarker / SandboxFeralGhoulXXX I changed nothing. PatrolData isn't checked. -For the script, "agression" is set on agression, "ambush on trigger" is true, fAgression is set on 2, "linkKeyword" is blank and "Suspicious" is set on suspicious. Thanks for your help! Dertspovor06
  3. Hi everyone, I would like to create a new outfit for settlers assigned to our custom candy shop. However I don't have enough clothing modelling knowledge, and I don't know how to setup the meshes to turn them into a "wear-able" element. That's not a full mod request but a small part: the work consists in 3 versions of one single complete candy shop outfit (from shoes to hat): a male and two female versions. This outfit needs to be modelled, textured, and setup (built from scratch and roughly given ready to use). It has to be detailed, with mainly 2k textures, diffuse specular and normal maps, and CBBE compatible. If someone is interested please let me know so I send you a zip file with pictures of the elements. The female version is composed by: -a dress -knee socks - sneakers / heels -additional elements: bracelet, neklace, headband and earrings The male version is composed by: -a main outfit pants / shirt -a bow tie -a hat -a watch -a pencil near the ear The deadline is somewhere around end june, but the sooner the better :) Dertspovor06
  4. Ok, I'll take a look to your mod, But indeed if it can bring conflicts with other mods I think that wouldn't be a good idea to tweak it. thanks for the info :)
  5. Hi everyone, For the next update of Videos of the Wasteland I would like to create a workshop store (like the bar) but the vendor would sell custom objects (not drinks or food) I don't know how I can do that because it seems to be something set up very deeply in scripts or quests, that's not my domain and I don't know where to search. Can I have some help with this ? EDIT: the mesh is done, everything is currently working as a bar so when I assign a settler they act like bartenders so they sell food and drinks. Now I "only" need to find a way to change these objects by mine. Thanks, Dertspovor06
  6. Thanks for the answer, but then how can I pack them manually ?
  7. Hi everyone! I have a simple issue: I work on a mod which uses WAVs and not XWM. The problem is that when I try to pack the files, CK converts automatically the WAVs to XWMs, how can I force CK to not convert the files? I tried to replace the converter xwmaencode.exe by a "do nothing" script (a exe which do nothing) but ck want to pack a xwm so it says "file XXX.xwm not detected" Thanks
  8. In response to post #54671888. #54672233 is also a reply to the same post. I totally agree with you.
  9. Thanks for the answer, Yes i know that but i only use a light here not an object, so if i use a nif I'll have the screen fixed and placed at a certain distance from the light emitter no? I'll not have that feature which project the picture on any kind of surface at any distance, and it's that feature that I want to have.
  10. Hi everyone! I'm working on a new stuff for Videos of the Wasteland and I need help: I want to create a projector which will cast videos, for now i'm using the projector from singing settler for my tests. I managed to display a dds texture from Sobering Videos but obviously it doesn't act like a video but a single texture like you can see: http://i.imgur.com/VykC5aJ.png http://i.imgur.com/UfMhuhG.png Is it possible to display a video on that light? with a script or a destruction data, or even something totally different maybe. Thanks!
  11. Ok thank you, I need to write it in the esp file in the "activator" section, right? I'm bad at scripting and modding this kind of stuff... but it will surely help me :smile: EDIT: Done.
  12. Hi everybody! I created a holoplayer (for Videos of the Wasteland) and when I insert one (or more) holotape(s), I would like that a holotape is placed and visible in the holoplayer slot (like a ps2 memory card for instance). And when i remove the holotape, it disappear. But I don't know how to do that (i think it's a script?) Is there anybody who can help me? thanks
×
×
  • Create New...