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Fallout2AM

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  1. New Vegas is full of hidden gems, it's easy to miss some, way more easy then with Skyrim. Thanks again! I will check this other mod you mentioned, fortunatly and I'm not into B-n-B so that's not a problem. :smile: Thanks for the feedback, but can you provide a screenshot of the record? My xEdit shows that not a single vanilla record was modified, I'd like to understand what's happening Also, Ragdolls' one is still made by me, I did it using the plugin of The Skeleton EDIT: Look: http://i65.tinypic.com/2vrto1s.jpg This seems the place, and the railroad's fine. But comparing it with the pic you posted on the other thread, I have a strong impression that your landscape is modified, look at the big rubble you have on the road for example. On a side note, if you like modding I would suggest learning the ropes with xEdit. It really helps narrowing down issues and provides better informations when it's time to understand where an issue comes from.
  2. And I answer here too. Please come in that thread if you need assistance, I usually answer in little time. But if you don't debug with me, it's hard to understand your problem.
  3. Requisites: - Latest NVSE(5+) - NVSE Extender(NX) - MCM(maybe not mandatory but strongly recommended) - Lutana (Optional) >Avaiable Plugins: RaceBodyMorph - A fully configurable plugin to randomize npcs. Requires latest NVSE and MCM BodyMorph Selector - A basic tool which allows to target a NPC (or PC if noone is targeted) and edit the single bone values via hud. Requires latest NVSE, MCM and UIO --- This is copy pasted from the description. There are links to every of these requisites and plugins, too. I also answer pretty fast on that thread. I suppose the one who wrote there recently it's you: I didn't answer you to the wrong thread, I answered to the right thread, since you wrote the same question in both. If you have some suggestion of something missing, then please write some constructive feedback and let's see if it's doable.
  4. I remember to have read once in some radio station guide, that if the song is in stereo it will play twice, once per channel
  5. I'd suggest a small script to avoid repeating. If I remember well, vanilla has it, it uses 3 variables, so that the radio will always play at least 3 different songs before repeating. Random values act a lil weird sometimes, I can see the same value 5-6 times in a row...
  6. Absolutely. But in general I believe there's a lot of talent around here. As Skyrim's fan, for example, I played many mods and... well, I believe that people like Christine Slagman or Viridiane (just to quote 2, but there's a lot), if they ever will decide to jump in post apocalipsia, I'm pretty sure that they wouldn't have problems in a duty like that.
  7. That's why I remained vague, I wanted to see if you were still going to try. In my opinion, it's pretty intuitive. Is your race a ESP or ESM?
  8. Did you try changing the declaration of Timer as float?
  9. Yes but you need to poke with GECK for this. If you go in the menu with all the races, you can set the path for both the texture and the mesh, for every race. Then probably you need to tweak with FNVEdit, but most of the work is via GECK.
  10. You must look for a common denominator. Usually the faction is a common denominator, so GetInFaction could make the trick.
  11. I missed this one. That car is wondrous with no doubts :) but it would be a bit weird for the context, for the post apocaliptic mojave, it's very modern and clean! My first idea was a car made assembling existing meshes, so that I could have put them as recipe requisite, but then I found that buggy and I really thought it was wondrous for post apocalipsia and I fell in love for it. Both the solutions would be fine for me, it's a pity that specific buggy can't be used.
  12. You can put a "fake" second activator, attach the second script which is written on an OnActivate block, and then in the first script use Activate to trigger it. I never used a solution like this since I mod NV and NVSE gives more possibilities, but I don't see why it shouldn't work, you can specify as parameter WHO is triggering it (I assume Player) and if the OnActivate block should run. However maybe there could be a smarter way to do that with FOSE and lists, it could deserve a look
  13. There's more than a way to retrieve a reference, based by the situations. For example GetSelf returns the ref ID when called inside an object script attached to the ref itself, or on a spell casted on the ref. Or you can retrieve the reference who's activating something with GetActionRef. Etc.etc. If you provide more details on what you are doing, maybe I could provide more help in the script itself.
  14. To me, it seems a problem with autowater. If you want to test this, take a random cell where you have the issue, but be very careful in identifying the exact cell in game first and then in GECK, or you won't understand if it's the case. Open the landscape editor and move the ground under the water a little, you just need to slightly modify it, some up or some down, nothing big. Save and go in game to check if something changed.
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