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Posts posted by 5ivexxxxx
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How would I make a small variable in a script that checks whether or not a certain amount of time has passed? I want ammo to spawn at a few locations when the player enters a trigger, but only after at least 12 hours have passed.
Also, I made a GetRandomPercent check, and I want to have three different things to happen, depending on what the percent is. The middle one is being tricky, as I need it to be equal to or greater than 50, but lower than 80. The problem is, if I have:
"elseif ammospawn => 50 && < 80"
I get a syntax error. What could fix this?
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Woops, wrong topic. Time to say something inspirational...
Well, perks mods come in all shapes and sizes. Some mods you find may not seem to have perks, but they actually do. The new version of CRAFT is an example. Generally check your Perks screen, in order to determine what's been added. If you find something not in the vanilla game (or DLCs), then check the page of the mod that adds it to see how this can be resolved. Because when a mod that adds perks is deactivated, the game doesn't load properly, and crashes.
I'm having this same problem, unfortunately. I'd like to see what the cause of your problem is, so that a full fix can be made in the future, or at least a list of all mods that cause problems with Broken Steel.
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You'd have to adjust the projectile node, I think. I'm not sure where the muzzle flash is created in NifSkope. Just try moving the projectile node to the end of the barrel. That might work.
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Ah, and I would, but I am not strong in that area of the modding Force. And there are no other child head replacers, to my great misfortune.
But luckily, it's only Triela's face that looks really odd. Rico's is a bit strange, but the others, especially Henrietta, are quite good. In my biased opinion.
Hopefully this mod gets the attention it deserves. You're pretty lucky, Skree. You have a massively popular mod. I have to deal with the stigma of a mod that's (gasp!) related to anime. Once people get beyond the stereotypes, then this mod will prosper. I hope.
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Looks quite good for your first model!
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It wouldn't require an amazing computer. Well, it would require an above average computer if you wanted to play on the highest graphics setting, with tons of mods.
But please Bethesda, we need better lighting!
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Most Favourite: Desmond from Point Lookout. He's just so awesome! It's great how he doesn't really care about the PC, and he has his own goals. He's also an English ghoul with a bad attitude. You can tell he's got tons more experience than the PC, too. He just has a great story, motivations, and character. I honestly have to say that Point Lookout is one of the best things Bethesda has made, ever. Go Desmond! You're right up there with Lenny when it comes to the most awesome ghouls in Fallout!
Least Favourite: I have to agree with you, Lee. Doctor Li is very annoying. You used the analogy of how Bigsley is like a normal guy at work, well Li is that one person who thinks that the world revolves around them. You can so easily tell that she doesn't care one bit about the Wasteland, she's just capitalizing on dear ol' dad's work! I wish so very, very much that either she wasn't plot important and could be killed, or that you could take an alternate route, where you revive Dad as a cyborg, and he unleashes well deserved justice on her. Or, if you could join the Enclave. Though they'd probably capture her and make her work for them.
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Did you really look? Did you look up "Steyr" or "AUG"? Becuase there's this mod, whose title includes both those words. Hope ya like it, and next time, search!
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Remind me, did Oblivion have dynamic lighting? I kinda forget. Haven't played that game in months.
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Looks pretty cool! I'd like to see the double rifle, though. I, personally, want to see somebody make a 2 bore elephant gun. Maybe a whole weapons pack of guns like that.
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Ooh, that sounds like a good idea. I guess if the player has at least one or more Picture Books, there could be a dialogue option to tell her the story. Great idea! I'll definitely add that!
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Ha ha! Now that that's cleared up, what do we argue about now? We've already gone through food and Fawkes' gender, so how about them midgets? Don't see many of them around the wasteland now do you? Something must have happened.
Edit: Midgets, NOT modgets. Anyone know what modgets are?
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Gunslinger Girl Followers
Version 2.0 of my awesome, expansive companion mod is finally out. It adds five characters from the anime Gunslinger Girl into the game as followers. This does not use SCC or FOSE, and is not like any other anime mod out there for Fallout 3.
THE GIRLS:
Triela: Triela uses a shotgun, and wears rather tomboyish clothing. She's the oldest of the girls, and likes to do her own thing in combat.
Rico: Rico uses a sniper rifle, and is very loyal. She'll always be happy, no matter what.
Henrietta: Henrietta uses a Submachine gun, and easily gets attached to you. She'll defend you with her life.
Claes: Claes is distinguished by her glasses. She always takes them off in combat, and puts them back on afterward.
Angelica: Angelica is loyal, just like Henrietta. She likes to use a pistol, and will follow orders to the letter.
FEATURES:
Each of the girls, found in Tenpenny Tower, have numerous dialogue options and are quite useful in combat. The main parts of this mod are as follows:
- You can buy ammunition for them at rather high prices, good for when you're out in the wasteland and want to stock them up, or if you have a lot of caps to waste.
- They can repair stuff, but not very well at first. After finding a repair book (there's one for each girl) you can give it to one of them and they'll be significantly better at repairing. The books are all hidden in hard to reach places, and you can ask each of the girls where their respective book is.
- You can also use skill books to increase their combat skills.
- You can find gifts to give them throughout the Wasteland. Triela likes teddy bears, Henrietta likes cameras, Claes likes pre-war books, Angelica likes Picture Books (a new book I created, there are over 200 in the Wasteland to find!), and Rico, for lack of a better gift, likes hugs.
-You can give the girls praise, or reprimand them. This will affect their disposition toward you.
-They all have unique radios that can be used to give them orders and teleport them to you. This last function allows them to join you in DLC areas, like The Pitt and Point Lookout.
-They all have their own skill set and SPECIAL points. They're quite a bit tougher than most NPCs, and are set to essential, so they will only go unconscious.
REQUIREMENTS:
This mod requires a few other mods, namely the Enhanced Children mod, the CUTE body replacer, and the School Uniforms mod. The links to those are on my mod's page. There are also some weapon mods that I recommend you download, if you want the girls to use the guns they use in the Gunslinger Girl series. Those are also on my mod's page.
OTHER:
If you have any recommendations, or if you find any bugs, please post them here or in the mod's comment section. The link to my mod is: Gunslinger Girl Followers. If you want a large companion mod with a lot of features, please download it! And if you like it, endorse it, of course.
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A bit of an old topic, but at least I used the search function! I think this would be quite a good idea. In fact, if someone was kind enough to make a whole new race, I would immediately start work on a companion mod for it, with a storyline and all that awesomeness. I'm quite positive I could do it, if I modeled it sorta after SultericDrums' companions for Oblivion.
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You can use pretty much any mod with 20th Century Weapons, as long as you keep 20thCW near the end of your load order. Just look at the Top 100 mods. The mods that might conflict are all bigger mods, like FOOK, but I've not had any problems running both FOOK and 20thCW. Mods like the one in my signature should not have any conflicts, because they don't change much.
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Well, you could do what I'm doing and wait until the HGEC body from Oblivion gets ported over to Fallout. None of the body mods available right now are that great. And I'm positive HGEC has what you're looking for. But remember, Fallout 3 hasn't even been out for a year yet. Oblivion has 3 years of modding history. In other words, it might be a while.
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scn FG42ScopeSCRIPT short Switch short Menu2 short Menu3 short Reload float weaponCondition float Button ref Weap Begin GameMode if Switch if IsKeyPressed 36 if player.IsWeaponInList FG42 else Set Switch to 0 endif else Set Switch to 0 endif elseif IsKeyPressed 36 if player.IsWeaponInList FG42 Set Switch to 1 set Weap to player.GetEquippedObject 5 if Weap.GetWeaponHasScope == 1 Set GetWeaponHasScope to 0 elseif Weap.GetWeaponHasScope == 0 Set GetWeaponHasScope to 1 endif endif endif End
I think that' should toggle the scope on and off. The problem comes in when I try to compile it; it says
"SCRIPTS: Script 'FG42ScopeSCRIPT', line 27:
Unknown variable 'GetWeaponHasScope'.
Context: DEFAULT
Now, I think this is because I called the function incorrectly. If that's the case, is there any way to switch a weapon from having a scope to not having one?
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I'm trying to make a script to activate and deactive a weapon's scope. The problem is, the function 'GetWeaponHasScope' is not working. Everything else, including the key press, is working. I checked the FOSE command docs, and GetWeaponHasScope is indeed a script function. But for some reason, the GECK isn't recognising it. I loaded the GECK with the FOSE loader, by the way.
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I made myself a custom Railway Rifle, and I added some extra things to the mesh in NifSkope, but didn't change anything else. I put the weapon into the game, and for some reason, when I fire it in third person mode, the rail spikes shoot upward, instead of forward out the barrel. However, in first person mode, the rifle fires normally. To let you know, some of the things I changed were the mesh, as I already said, I made the gun automatic and changed the animations to reflect that, and sped up the fire rate, but nothing else. Does anyone know what may be causing this?
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I always wondered: why is it that the GECK and the updated TES Construction Kit can't make .lip files? It seems a bit odd to me.
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Actually, that's meant to be in the game. It's sorta Bethesda's nod to Fallout 2, where you could do the very last of the main quest at the beginning of the game, and skip all the rest. I like the feature, it's rather realistic. After all, it makes perfect sense for the Wanderer to accidentally stumble upon his father's location, given the size of the Capital Wasteland. It doesn't break the game at all, so don't worry.
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Alright, it works now. At first it wouldn't switch projectiles (the menu would still appear) but I fixed that.
Thanks!
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I made some changes, and now the script kinda works. The problem is, when I press the J key (I switched IsKeyPressed 38 to 36), nothing happens when I have the right weapon equipped.
I made all the changes you suggested, and used your script validator, but it still won't open the menu when I press the key.
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I made a script so that if the player is using one of two weapons and presses the right key, a message will appear and they can select the ammo loadout. However, when I tried to use the IsWeaponInList function, an error appears, saying that I'm 'missing parameter int'.
Here's the script:
scn SniperChangeSCRIPT short Switch short Reload float Button ref Projectile Begin GameMode if IsKeyPressed == 38 && player.IsWeaponInList SniperChange set Switch to 1 else set Switch to 0 endif End Begin MenuMode if Switch == 1 set Button to GetButtonPressed if ( Button == 1 ) Set Projectile to SniperNormal SetWeaponProjectile Projectile Set Switch to 0 set Reload to 1 elseif ( Button == 2 ) Set Projectile to SniperAP SetWeaponProjectile Projectile Set Switch to 0 Set Reload to 1 Elseif ( Button == 3 ) Set Projectile to SniperIncendiary SetWeaponProjectile Projectile Set Switch to 0 Set Reload to 1 Elseif ( Button == 4 ) Set Projectile to SniperExplosive SetWeaponProjectile Projectile Set Switch to 0 Set Reload to 1 Endif if Reload == 1 TapKey 19 set reload to 0 endif End
What do I need to do to fix this?

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