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agoon12

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Everything posted by agoon12

  1. Do you use FOMM? If you don't, then do so!
  2. Hi, I make great use of the tracking centre, but it annoys me to have to switch between the nexus-sites all the time. I'd like to open one nexus site, click my way to the tracking centre and see all my tracked files on all the nexus sites. Right now I open all the nexus site tracking centres to check on my tracked mods... would be much better for me to have a complete list of all tracked mods for all nexus games. One view, all the information! + I wanted to mention that there seems to be a problem with the Kudos system in the forum. I'm getting 404s. This is probably a known bug already, but whatever.
  3. What you need is a 3d-program, 3dsmax or maybe blender'll do the job, too. Then you need to create the mesh of your new sign. Afterwards, you'll need a program like Photoshop to create DDS files and then you need to add the texture file to the mesh file and export it. I don't know much more about it... but there are plenty of tutorials on blender and 3dsmax here on the nexus! Search for them. They might tell you everything you need to know in a more detailed way!
  4. Always a pleasure to help putting lead into Fiends! Good hunting!
  5. So you're asking for mod suggestions to enhance the graphics? Here's some: Nevada Skies MTUI Fellout Electro City Detailed Normals Blood Textures EVE Have fun.
  6. Hi, looking great so far. I see what you mean, this really looks big for a one-man-project... Sadly, I don't really have time to spend on a huge project like this, but if you need help with scripting once in a while ask me. Just send me a PN and I'll try to do my best. That's all I can offer to support this. I wish the day had more than 24 hours...
  7. Yep, for the NPC's that'll do the trick. Put a xmarker to the middle of each cell that you want to place NPCs in and use .placeatme for spawning NPCs. You should then give the NPCs a script that uses .markfordelete after their death... otherwise your savegames may get very big in size. A different option would be to create new LeveledCreatures and place them directly into the cells. But that's a different topic and from what I understood it's not quite what you want to do. If some other solution comes to my mind, I'll tell you!
  8. Open the GECK, load the Fallout3.esm and the Pulowski.esp + select the Pulowski.esp as active file. Go to the place in the capital wasteland that you'd like your shelter to be positioned at. Then place a door in the world. If you don't know how to place an object into the world or find a cell, start anew with the beginners tutorial. Really, this is like the first thing all tutorials will teach you. I won't bother explaining because there are enough tutorials on that topic. Then open the the shelter's cell via the cell window and double click the entrance door. Go to the Teleport-Tab and uncheck the teleport function, or you won't be able to assign this door as target for the door you placed in the wastes. Done? Then go back to the door you placed in the wasteland and double-click that one. Select the Teleport-Tab again and choose the cell of your favourite shelter. Then select the entrance door of that shelter. Save the mod, load it and play it. Won't look nice, because there's only a door in the middle of nowhere, but once that works you may want to start to work on a real bunker entrance by placing more objects around the door. Maybe a bunker entrance build into the side of a hill? But seriously: it's easy. Placing objects and linking doors is really one of the first things a new modder learns. So redo the tuts and work through them...
  9. Placing NPCs in cells is basically possible. It is not possible to recognize "empty spaces" and put the NPC exactly to that position, but you could add the NPC to a marker in the cell and give the NPC a wander package which would make him wander around in the cell. Readjusting the Navmesh via scripts is not possible from what I know. Placing new furniture ingame is very complicated, but possible. Check out the RealTimeSettlers mod. They use a system of placing objects ingame via scripting. But they have problems with the Navmesh, too. You might just want to start slow. The things you mention are difficult to achieve even for the most experienced modders. Start off slow and work through the plenty of modding tutorials and scripting guidelines. It won't take you that much time to get used to the GECK and get a feeling for what is possible and what not.
  10. As WastelandAssassin said, that's a matter of your own taste. But if I were you, I'd check out this mod. It's kind of giving you all the choices from all body mods and creates a new race for your player charakter, making your player charakter having a unique body that differs from all other females ingame. Only works if you play a female pc, though. Have fun.
  11. You don't need ArchiveInvalidation Invalidated if you use FOMM. Simply use FOMM's invalidation. Tools -> Archive Invalidation : )
  12. Ehm' date=' captainjackass, I think you got something wrong there. It is [b']not[/b] lore-friendly. It does not fit with the Fallout universe. Aliens is one thing, Power Rangers a whole other story... It's still good for a fun mod, though.
  13. There you go: FMJ: 0500324D AP: 05003251 HP: 05003252 Match: 05003253 No JSP, but Match instead.
  14. Are you using any other mods? Do they work properly? Download FOMM and use FOMM for managing your mod files. I once had the problem that the launcher would simply not load the mods although I checked 'em. FOMM did fix my problem, maybe it will also fix yours.
  15. If you use "coc" to port yourself back to the Mojave and then again "coc" to port yourself to a cell in the DLC it won't do any harm to your gameplay. Anyway: save and try. And concerning your first question: wrong forum. :)
  16. Yes, you could. Assuming everything is correctly written you could set the fireworks off by simply pressing a button. Cipscis is right: start off by working through his tutorial, it's quite helpful! You should get a good script on basic scripting first... Also, check the GECK wiki... even more useful stuff there! And for you to get started immediately, here's a very simple script that'll show you a reaction on activating. More precisely, the object that this script is put onto will disappear after being activated. Try it out. scn KittyTestScript short doonce begin onactivate if ( doonce == 0 ) set doonce to 1 disable endif end
  17. Hi, you won't be able to do it your way. Simply copying and pasting won't do the job! Basically, you need to build your very own firework scene with your own script. This script is specifically designed for the Sierra Madre Grand Opening and nothing else. It activates certain references which are unique, so you'd need to place new references, give them new names and write a script that controls them! NVDLC01FWEventREF for example is a unique reference. If you want to have your own fireworks, you need to find all the objects that are being referred to in the original script, you need to copy them, paste them to wherever you want 'em and then the fun starts: give them unique reference names and write a script fitting them. I would also suggest to not write a quest script but an object script and simply make a button or something to start the fireworks with. It's a lot easier for beginners to work with scripts that trigger something on activation. So forget about altering the original script.
  18. Wrong category. Try here: http://www.thenexusforums.com/index.php?/forum/289-fallout-3-mod-requests/ (btw: I guess that is so simple you might want to create a mod like the one you're searching for yourself.)
  19. Wrong category. Try here: http://www.thenexusforums.com/index.php?/forum/356-new-vegas-mod-requests/
  20. You should describe your error more precisely. We can't help you if we don't know more about your problem. Does it always occur when you do something specific?
  21. I think this pistol is the HK Tactical Pistol from the Book of Earache mod. Seems as if it was deleted tonight, though. Wired, I can't find it on the nexus anymore. Maybe I'm just too stupid...
  22. Redownload the mod, reinstall it. Also double-check whether all the requirements are met. You should find something concerning the mod's requirements in the readme. By the way: Lings works more than fine for me.
  23. Sorry? I'm not getting the problem. Please specify... maybe give the mod's names and so on. Nobody will be able to help you without knowing what the heck you are talking about...
  24. Umm... what you want is some basic tutorials on modding + some basic and some advanced tutorials on meshing & texturing + animating. Just search the nexus for tutorials and you'll find plenty. Good luck.
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