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Everything posted by NukaCooler
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I wanted to change the 10mm smg to use both hands in a rifle grip. I know that there are other mods that claim to do this, but none of them seem to work for me. I changed the animation to 2 handed auto rifle, and that works fine, but the Reload F (which fits) doesn't visually replace the magazine. Is there a way to make the reload remove and replace the mag?
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Recently I was playing New Vegas, and came across a (modded in) raider with a sniper rifle, standing watch near some frag mines on a table. I just had a varmint rifle, so I was in no way equipped to take him head-on. I decided I'd be smart and shoot the frag mines, exploding him. Sadly that's not what happened. The frag mine I shot just bounced off and the raider turned around and shot me. I know active explosives can be detonated with bullets, could that be extended to inactive ones too?
- 2 replies
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- fnv
- explosives
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I'm trying to use the Setvariable command added by NVSE, but nothing seems to be working. scn 0000MATNPerkActivatorQSTSCPT short DoOnce begin GameModeif DoOnce == 0set DoOnce to 1short HealSleep == con_GetGameSetting fHealingRateSleepingshort Heal6 == con_GetGameSetting fADVHealRateEndurance6Bonusshort Heal7 == con_GetGameSetting fADVHealRateEndurance7Bonusshort Heal8 == con_GetGameSetting fADVHealRateEndurance8Bonusshort Heal9 == con_GetGameSetting fADVHealRateEndurance9Bonusshort Heal10 == con_GetGameSetting fADVHealRateEndurance10Bonus0000MATNPerkActivatorREF.SetVariable "Variable05", HealSleep0000MATNPerkActivatorREF.SetVariable "Variable06", Heal60000MATNPerkActivatorREF.SetVariable "Variable07", Heal70000MATNPerkActivatorREF.SetVariable "Variable08", Heal80000MATNPerkActivatorREF.SetVariable "Variable09", Heal90000MATNPerkActivatorREF.SetVariable "Variable10", Heal10StopQuest 0000MATNPerkActivatorQSTendifend Gives error Script command "0000MATNPerkActivatorREF.SetVariable" not found Another script gives Unexpected end of line in line 35 (con_SetGameSetting fHealingRateSleeping 0000MATNPerkActivatorREF.GetVariable "Variable05")
- 3 replies
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- setvarible
- geck
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I followed this tutorial (http://niftools.sourceforge.net/wiki/Blender/Collision) to xreate and export a blender mesh with collision to nif, but when importing into geck this collision does not work. I cannout select my object in the render view. Attached is a comparison of my mesh to a (working) mesh. I notice there are some differences.
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I've been playing a fairly heavily modded game, but haven't had any problems at all until I got to Novac. I crashed twice on the loading screen after exiting my hotel room, after which I `coc novac` and everything was good for a while. I completed Milo the ranger's quest, and after coming back to Novac I crashed again twice after exiting Cliff's bungalow, a `coc novac` fixed that as well, but then I crashed walking up to Ranger andy's bungalow (without having pressed E to enter it yet). I haven't changed any mods or load order since then, and neither FNVedit nor Wrye Bash throw up any flags. Using Mod Organiser, launching through the 4GB launcher NVSE with Lutana, NVAC, NVSR, and many regular mods. NVAC.log: http://pastebin.com/cjBWvgHw NVSE.log: http://pastebin.com/ZHmWz9eu Mod list: http://pastebin.com/RNT05Znp Plugins list: http://pastebin.com/pXgeuJyP
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How do I add a donation button to my mods?
NukaCooler replied to NukaCooler's topic in Fallout New Vegas's GECK and Modders
A whopping $0. -
How do I add a donation button to my mods?
NukaCooler replied to NukaCooler's topic in Fallout New Vegas's GECK and Modders
Thanks, enabled donations. Now to sit back and watch the $$$ roll in :P -
Is there a way to bulk-edit item weights
NukaCooler replied to NukaCooler's topic in Fallout New Vegas's GECK and Modders
Would I be able to apply that to all item mods through a script? Something like (terrible pseudo-code): For all items in category IMOD { do SetWeight 1.00 } -
http://i.imgur.com/8h830pF.jpg On a possibly related note, the position (but not type) of the JIP Selective Fire indicator is being reset every time I load a game. The position is saved in the ini, but it doesn't seem to read from it. Also is there a way to give the ArmorCND (added by darnuiTTW) the same appearance as the CND from the vanilla game (tick mark at halfway)? Load Order: [X] FalloutNV.esm [X] DeadMoney.esm [X] HonestHearts.esm [X] OldWorldBlues.esm [X] LonesomeRoad.esm [X] GunRunnersArsenal.esm [X] ClassicPack.esm [X] MercenaryPack.esm [X] TribalPack.esm [X] CaravanPack.esm [X] Fallout3.esm [X] Anchorage.esm [X] ThePitt.esm [X] BrokenSteel.esm [X] PointLookout.esm [X] Zeta.esm [X] TaleOfTwoWastelands.esm [X] JIP Selective-Fire.esm [X] oHUD.esm [X] TTW Redesigned.esm [X] Mart's Mutant Mod.esm [X] Interior Lighting Overhaul - Core.esm [X] AWorldOfPain(Preview).esm [X] CFWTTW.esm [X] AWOPDeadMoney.esm [X] Project Nevada - Core.esm [X] Project Nevada - Equipment.esm [X] Project Nevada - Rebalance.esp [X] Project Nevada - Cyberware.esp [X] Project Nevada - Extra Options.esm [X] Interior Lighting Overhaul - L38PS.esm [X] TTWFixes.esm [X] TTW_SpeechChecks.esp [X] Weapon Stat Viewer.esp [X] DarNifiedUINV.esp [X] The Mod Configuration Menu.esp [X] The Weapon Mod Menu.esp [X] Quick Trade.esp [X] Project Nevada - Cyberware Additions.esp [X] Tutorial Killer.esp [X] Tutorial Killer - Project Nevada.esp [X] Tutorial Killer - Factions.esp [X] TrooperOverhaul-Dragbody.esp [X] UNCUT Content New Vegas.esp [X] WeaponModsExpanded.esp [X] ttw_wildwasteland.esp [X] Project Nevada - TTW.esp [X] Project Nevada - Rebalance Complete.esp [X] IMPACT.esp [X] More Perks.esp [X] TTW_NoKarmaDCFollowers.esp [X] TTW_AnchorageCustomization.esp [X] WorkingCrimsonCaravanTraders.esp [X] Book Perks Improved.esp [X] Mart's Mutant Mod Merged Patch Helper.esp [X] TTWOptions.esp [X] Project Nevada - All DLC.esp [X] Project Nevada - IMPACT.esp [X] IMPACT - AllDLC.esp [X] jsawyer.esp [ ] TTW-JSawyer-IMPACT-PN.esp [X] Project Nevada - jsawyer.esp [X] AWOP-IMPACT-WMX.esp [X] AWOPDeadMoneyVendorPatch.esp [X] Perks for Challenges.esp [X] CASM with MCM.esp [X] Pip-Boy Glove Removeable.esp [X] MiscItemIconsNV.esp [X] VarmintRifleOnly22LR.esp [X] Ownerless Trash.esp [X] TTW_Difficult_Journey.esp [X] TTW_OutcastTrading.esp [X] TTW_Transportalponder.esp [X] TTW Perk Overhaul.esp [X] CFWTTW-Ammo32Fix.esp [X] Delay DLC - TTW.esp [X] Wasteland Explorer Plus Too Many Markers.esp [X] Gun Behaviour.esp [ ] Merge 2015-05-30 03 jsawyer.esp [ ] Merge 2015-05-30 2.esp [ ] Merge 2015-05-31 01.esp [X] Merge 2015-06-02 02.esp [ ] Bashed Patch, 0 Jsawyer.esp [ ] Bashed Patch, 0 - jsawyer TTW patched.esp [X] Bashed Patch, 0 CFW.esp [ ] Bashed Patch, 0 - Copy.esp [X] TTW - Realistic Interior Lighting.esp [X] TTW - Realistic Interior Lighting - BS.esp [X] TTW - Realistic Interior Lighting - PL.esp [X] TTW - Realistic Interior Lighting - OA.esp [X] TTW Realistic Wasteland Lighting - Darker Nights.esp [X] Interior Lighting Overhaul - Ultimate Edition.esp [X] ILO - GS Shack.esp [X] ILO - A World of Pain.esp [X] ILO - PipBoy Light.esp [X] ILO - Tale of Two Wastelands.esp [ ] Merge 2015-06-02 01.esp
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I started out making a compatibility patch between Classic Fallout Weapons, TTW and Project nevada, but it experienced a little feature creep and I ended up making an altered version of two vanilla weapons, as well as rebalancing the weight on a lot of items. Can I split the those parts out of the mod?
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That's in the conditions. I couldn't see them in the GECK either, but they are there in FNVedit. Jury Rigging, for example, has the condition Type: Greater than or equal to Comparison Value - Float: 90.0000 Function: GetPermanentActorValue Actor Value: Repair Run On: Subject
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There seem to be a lot of effects from being crippled: http://fallout.wikia.com/wiki/Cripple#Fallout_3_and_Fallout:_New_Vegas I'm looking to add some more interesting visual effects and stat penalties for having crippled limbs, but I can't seem to see how the game applies the penalties. In the GECK I can see an FXCrippleHead, the sound that plays when the head is crippled, but it has zero users. Same goes for HeadCrippleEffect, Concussion, PlayerConcussed, ImageSpaceConcussion and so on. I can't at all see how those cripple penalties are being applied.
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Tutorial: Adding Your Custom Weapon To The Workbench
NukaCooler replied to strungout's topic in Fallout 3's Discussion
Not a single comment after 3 years? Well, if you're still around, thanks heaps. Your guide saved me a lot of pain when adding a workbench recipe. Edit: you did miss out on the part where you need to edit SchematicsWorkBenchMsg to check whether you have the schematics for the weapon, and then display the button. Just use one of the other buttons as a guide for how to do this. -
Weapon and Crosshair Alignment Issue
NukaCooler replied to GrayWolf04's topic in Fallout 3's Mod Troubleshooting
Open the GECK, go to gameplay > settings, search for FirstPersonHandFollowMult and change to 1 See here: http://forums.nexusmods.com/index.php?/topic/867473-gun-follow-crosshair/