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FO3Phalanx

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  1. I have a unique actor in game with a REF and I need to persistently change its visible name in the world via a quest script. I'm reading around, and seeing that it apparently requires utilizing a quest alias (which I note in the GUI does have a dropdown for a different display name) and scripting that calls a ForceRefTo with the messagebox (the title of your messagebox has the name that you want to force over to the actor). If this really is the right way to do it, I'm not getting it right. Maybe I'm misunderstanding the directions I'm attempting to follow?. I'm getting compile errors like "variable Alias_GetNameFrom is undefined". Could someone show me some working code of what this should look like, or point me toward a spot in Fallout 4 where this is done? (Also, I'm fairly new to Papyrus (not new to the old Fallout 3 scripting), mentioning in case you wanted to explain stuff, as it's going to be easy to go over my head at this point).
  2. Aha, so it needs it. New file: https://www.finhosting.fi/fallout/downloads/Hummer-Followers-All.zip Also I wonder - can I just rename Hummer-Demo5 - Main.bsa and Hummer-Demo5.esp to another name and it would work? Such as can I simply rename those files: Hummer-Core.esp and Hummer-Core - Main.bsa , or do I need to break out an editor to make adjustments? (If I remember right I can just rename as long as they match.)
  3. I was working on a mod some years back with a couple other people but never released it. Got busy with other things at the time. I found the old files from the mod earlier today. Wondering if anyone would be willing to take a look at the mod and try it, and see if the zip file contains all the right files for it to work. I don't know if I've included more files than are necessary or if maybe it is missing something. I don't have the game or software loaded any more so I can't check without some trouble. Zip file is here. (edit: old link removed, new link: https://www.finhosting.fi/fallout/downloads/Hummer-Followers-All.zip) It puts a hummer outside of the player's starting vault, and the hummer should be operable and should transport followers with you as you fast-travel with the hummer to various locations. I have an .esm file sitting around as well as the files in the zipfile. Also wondering if the lodsettings directory in the zipfile is necessary. PS: that new bethesda.net forum or whatever looks awful. do you think? I just came over here instead when I saw all that. bleh
  4. and with custom text speech also like the deathclaw mod. thank you very much and very good work on all of your other mods
  5. Clearly you are a very experienced modder so i am suggesting changing the baby deathclaw commander mod a little by raising the health to around 600 to 650. and if you also have the time to make a new mod can you make a mod such like the deathclaw one but with a yao guai and no egg you find it as a baby and feed it until it gets bigger. please help me with this, i would like a working wheel...
  6. Hey great mod, makes fallout have real commands and interaction with followers. But there's only one problems, can you make a patch for Project Beauty? They don't work together, I'm sure you can tell why. Anyways I tried to message you but it didn't work, sorry for the bother.
  7. That reads like an insult to the game's developers, to be honest. It's not a super game in the first place, and the developers aren't dedicated and talented? I think that many modders don't have an accurate perspective of what it really takes to make a game like Fallout 3. It's not their fault I don't think, it's just how it is. But in the end, it does result in a group of people (modders) with a collective mentality of thinking a bit too highly of themselves. The flip side of that being, they end up thinking too little of the geniuses who brought Fallout 3 to life, and they show a lack of appreciation for the huge amount of work it took to do it. I feel like sometimes, they don't give the developers enough credit. They are quick to condemn them for things that they should not. They are impatient and do not give the benefit of the doubt in cases where they should. I bet there are people who work there who are, in some respect, former modders. That doesn't mean that every modder who makes something nice would be a good match for working there. Bethesda's clearly an amazing group of people to get to work with. As luck would have it, I say that while living in Finland, with their offices being located in Bethesda Maryland. SO it would be kinda hard to put in an application, huh =p
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