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Tagaziel

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About Tagaziel

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    Poland
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    FalloutL New Vegas
  • Favourite Game
    Fallout

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  1. Well, the problem is that I can't even run the first version. Steam simply doesn't update, even if set to update automatically.
  2. Wish I could test it. As it is, the latest patch that NVSE requires to work is anathema to polish versions of New Vegas - Steam refuses to update the game. :( I was thinking about using the GetCrosshairRef function and tying it with a hotkey, so, say, you're looking at a pistol, hit "U" and you are shown a description for it. Not sure if it's possible, though.
  3. I want to script item descriptions. 1. I've already created a variable toggling system, to toggle between Examine mode (which will display Messageboxes with descriptions) and Gameplay mode (no descriptions) 2. While I wanted to attach a script to every item to display a description, that's not going to happen. Many items have their own scripts attached and many share those descriptions. It'd bloat the mod quite a bit. 3. So, what I would like to accomplish is: If variable ADMmode is 1 then When (item) is activated in the gameworld Display (itemdescription) Alternatively... If variable ADMmode is 1 then When (item) is activated in the inventory menu Display (itemdescription) I can do the latter, except I can't figure out how to make it work without attaching the script to the item.
  4. Let me finish: is it possible to create a script that will display a message box when an item is activated but doesn't need to be attached to the item in question?
  5. Another script problem: I can make weapons and armour pop infoboxes, but stimpaks and bobby pins prove to be tougher nuts to crack. This doesn't work. I found something on this wiki: http://cs.elderscrolls.com/constwiki/index.php/OnActivate According to that, I should be able to create a script that would allow me to force eg. a bobby pin to display a message box when activated. Problem is, how would I do that? Please help.
  6. Worked, just tested. Now to make it so that it only works if a variable is set to 1... EDIT: WORKS! I'm about to do a jig o' happiness!
  7. Does not save. Weird. Apparently, it doesn't understand the showmessage command.
  8. I've treid using only one blocktype. Doesn't work. It saves the scriptname correctly, so I'm sure it's not a "doesn't save scripts!" issue.
  9. I've had a revelation today on how to make scripted item descriptions work. However, I can't quite get the script to work: Basically, when the item is equipped (will swap that for OnActivate in regards to drugs and other stuff), a message box with the description will be displayed. The script fails to save, though and I can't test it. That's stage one. Stage two will be tying it to a variable, so the message will only display if the player is in examine mode (the variable is set to true). So, in essence... Halp plz I will credit people who help me get this to work as guardian angels of my item description mod. :)
  10. Hello, you might recall me as that obsessive compulsive guy that made the Fallout 3 item descriptions mod by hacking them into the item image files. I'd like to make such a mod for New Vegas too, but instead of the inelegant way it was done for Fo3, I'd like for the implementation to be a bit more... elegant. What I have in mind is creating a system that would display the description either via a separate button in the interface, much like mods are handled, or display it on mouseover. I'm no scripter, so I need help. Is this possible to do with the current tools? If yes, then how would we go about it? Best wishes.
  11. You haven't played previous Fallout games it seems... or just tend to avoid facts, so that you can twist them to your own liking. Compare the Lieutenant from Fo1 with Autumn. If you still think they are on the same level of quality, don't bother responding.
  12. Uh, what? NCR was estabilished shortly after 2162. By 2277 it's a 115 year old political entity. Comparing Washington DC in 2277 to that... well, it seems the people there are unable to form any semblance of government. And what's wrong with a fascist regime in a post-nuclear scenario? Is a strong government worse than anarchy in which anyone can kill you at a whim and suffer no consequences? Do note that I'm referring to Italian style fascism, not nazism, because while similiar, they are different ideologies. Because it is bad writing. Bethesda's writers suck rancid donkey balls, and the Enclave is proof of that. Especially the godawful "confrontation" with Eden.
  13. Here's a hint: In a post-nuclear world the society is kind of, you know. Lawless. And destroyed. Doesn't resemble our tolerant, modern one. The Enclave, while fascist, is the best chance at rebuilding the wasteland. Given the choice between a fascist government now and no government at all for years, I'd choose the former. In a post-nuclear scenario, of course.
  14. Ends *do* justify the means in a post-nuclear world. The Enclave under Autumn would leverage the purifier (as stupid as a plot device it is) to make wastelanders flock to their banner and then rebuild the United States proper. Sure, ghouls and supermutants might be exterminated or herded into reservations, but it's a small price to pay for the reestabilishment of government and safety for US inhabitants. And if you paid attention, Autumn was the one really in charge, and followed Eden's orders as long as they were close to his own goals. Just listen again to the tape from his living quarters in Raven Rock. Lastly, it's about philosophy: would you support a bunch of do gooders without a clear idea how to fix the wastes and lacking the capability or the seemingly evil guys who actually have a chance to restore the USA to it's former glory?
  15. Something like the Guardians of the Old Order in Wasteland. Or a division of power armor troops that was deployed to DC to quell food riots.
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