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Posts
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Everything posted by JcHARP
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Ok so, I got this perk ingame and I want it to give 350 caps per day. I get it to work the first time, but how come it will not work over and over again? SCN FWarsQ00PerksScript Short FWOnce Short FWOnce2 Short FWOnce3 Short FWOnce4 Short FWOnce5 Begin GameMode ;---------------------------------------------This is for FWarsQ01o1 Perk If GetCurrentTime >= 24 && GetCurrentTime < 0 Set FWOnce to 0 EndIf If Player.HasPerk FWarsQ01o1Perk && FWOnce == 0 && Player.GetLevel <= 10 && GetCurrentTime >= 0 && GetCurrentTime < 24 Player.AddItem Caps001 350 Set FWOnce to 1 EndIf End What am I doing wrong?
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I am using a 32 grid and the pieces of the caves overlap. I can't seem to get them to fit right, is this a known problem or is something wrong?
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Well this is what I have so far: If NVContractsShootCattleRustler.GetDistance Player <= 250 && iActivateKillCattleRustler == 0 Set iActivateKillCattleRustler to 1 NVContractsCRKillerRef2.UseWeapon WeapHuntingRifle NVContractsShootCattleRustler NVContractCRRef 1 0 0 1 0 NVContractsFFCaptiveMarker Endif My Problem is I have to talk to the NPC for him to shoot. I would like it to occur when I enter NVContractsShootCattleRustler's radius. Is there a way to get this to work?
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Odd problem when dealing with Topics.
JcHARP replied to JcHARP's topic in Fallout New Vegas's Discussion
I fixed the problem I am sorry I made yet another stupid beginner mistake LOL :( -
When I have a topic that branches off into two other topics(addtopic), one topic for one quest each, nomatter what I select it starts the quest that is in the first selection all the time. I've checked my scripts and even disabled one and it still does it. EX. So if I select Topic One it starts Topic One Quest, if I start Topic Two it starts Topic One quest. Is this a known glitch? I've reread over the topics tab and everything is right. I don't know what the problem is and if anyone has ever come over this problem before is there a solution?
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Questions about GetDistance and the use of markers.
JcHARP replied to JcHARP's topic in Fallout New Vegas's Discussion
wow i think that fixed my problem LOL -
Questions about GetDistance and the use of markers.
JcHARP replied to JcHARP's topic in Fallout New Vegas's Discussion
Thank you, I didn't realize that silly mistake xD. That's strange how everything seems to work other than what I am trying to do. :( -
Ok so I have been using Getdistance on my quest scripts and at first it started working. Now I have to shutdown my game reload it and it then works for that one instance. I need to be standing near in the radius of it to tell my quest script to go to the next stage. Here is what my script for quest two is: SCN NVContractsQS02 Short DoOnce Short DoOnce2 Begin GameMode If NVContractsQuestMarkerREF1.GetDistance Player <= 1500 && GetStage NVContractsQ02 >= 0 SetStage NVContractsQ02 5 NVContractsTylerMarrowREF.enable AddTopic NVContractsBillyAssociateConvoTopic01 endif If NVContractsQ02MarkerRefSH1.GetDistance Player <= 2500 && GetStage NVContractsQ02 >= 15 && GetStage NVContractsQ02 <= 150 SetStage NVContractsQ02 20 endif If GetStage NVContractsQ02 == 25 AddTopic NVContractsReceptionistConvoTopic01 endif If GetStage NVContractsQ02 == 30 AddTopic NVContractsPizanoConvoTopic01 endif If DoOnce2 == 0 && GetStage NVContractsQ02 >= 150 NVContractsMadGuardRef.EVP Set DoOnce2 to 1 endif If NVContractsBunkerMarkerRef1 Player <= 1500 && GetStage NVContractsQ02 >= 40 && GetStage NVContractsQ02 < 150 SetStage NVContractsQ02 45 NVContractsBunkerDoorRef.Unlock AddTopic NVContractsBillyOldenTopic01 endif end What am I doing wrong. I've read the geck wiki and I seem to be doing it right to a point but, its not working as I intended it.
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Question about Topics/Conversations...
JcHARP replied to JcHARP's topic in Fallout New Vegas's Discussion
I still need help with this, I tried a bunch of things like creating convo's and what not. I still can't get my NPC to say something I want without me clicking on a topic first, same with the Goodbye when you exit out of dialogue with my NPC. -
Yes I believe you are right :)
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I would like to create a Greeting and a Goodbye. I have already created topics and got them to work, however I am having trouble with making a greeting. Can someone point me into the right direction? All help is appreciated :3 <3
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Fallout 4 Patented: What we wanna see brought over from NV
JcHARP replied to SMB92's topic in Fallout New Vegas's Discussion
I think that Skyrim had beauty but, it didn't keep me hooked as much as oblivion did. They definately need to stop taking core features out of their games. I would like to see a fallout 4 with the Leveled-lists of Fallout New Vegas the stronger story of New Vegas and the guns from both games FO3 and FONV. They need to just add a whole lot of weapons and make a better engine that when their modders mod on it, it doesn't crash. -Engine Stability Honestly I love the gambling/mobrule feel of FONV so I think they should have more factions too so we can pick more than 4 correct me if I am wrong (Legion, NCR, Selfrule and House). I would also like the potential for a crafting system that you can make your own weapons and I want more uniques. I love going somewhere out of the ordinary and finding equiptment that has a different name that is a little bit more powerful and the mesh is different. Or, just funny secrets like the "f*#@ You" sign in FO3. IMO they need to be professional too but, also have some fun with it. -Add Factions/Secret Areas/Better Crafting/Repair System I would like areas to be leveled areas to a point, sprinkled with the occasional HOLYSHIT it's strong I have to run away moments. TBH in fallout3 or NV you reach a certain point in all the games and its like no amount of creatures if they were legions of super-mutants, behemoths can stop you. This leads to boring game mechanics, at first it feels like you're powerful but it tapers away after awhile to just boring. Maybe add some super-bosses that if you kill them you unlock perks or hitsquads/bountyhunters that provide challenges to players. Players need incentive to do such things so make them feel as if they are gaining something for putting time and effort in. -Improve Level-Lists/Areas/Make Super-Mobs/Bosses This will sound very weird but, bring a dark brotherhood-esque faction to the world of fallout. Ancient Killers that need to balance a world that is so unbalanced. We need more to do once we complete the game and the more content we get on launch the happier we will be. DLC's are just a pain in the ass to pay and download, to me it feels like just a cash-cow. I am however a dedicated fan of Bethesda and Obsidian since NWN2 so I will pay either way haha. I know the game is gigantic as it is but, you can't tell yourself you don't want more fallout xD. -Add a Dark Brotherhood-Like FACTION/Make Less DLCs but make the DLC's Higher if not Highest Quality. Last but not least, make the ending feel like that's the path you chose. Not like a linar predrawn score of checks and balances that if you save a town it just retells in a deep man's voice how you saved it. But, show WHAT happens AFTER you have so you get the FEELING of what it is like for those people or towns you've destroyed after you've shown your pressence there. AND FOR GOD-SAKES MAKE A WAY TO KEEP PLAYING AFTER THE GAME IS OVER (FO3LoL) -
Question about Notes in the G.E.C.K
JcHARP replied to JcHARP's topic in Fallout New Vegas's Discussion
Yes it worked I also learned you can do that with &PCSex; and other ones :) Thanks a lot <3 -
Ok, so I was wondering if there is a specific way to add the players name to a note using a command that captures what string he input when he/she made their character. I know there is a way to do this but, I cannot find it on google or in the quests tab. Can anyone help a bro out? Or, atleast point me in the right direction? Thanks to all who answer <3
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How do I get setstage to go through when reading a note?
JcHARP replied to JcHARP's topic in Fallout New Vegas's Discussion
I suppose for this I will just have to make due with that, thanks all for the help :) -
How do I get setstage to go through when reading a note?
JcHARP replied to JcHARP's topic in Fallout New Vegas's Discussion
Ahh, so there is no way to do so on the pipboy? -
Having a problem with RENDER WINDOW
JcHARP replied to JcHARP's topic in Oblivion's Mod troubleshooting
I have the object id, the render window and the cell view windows up and that is all. I have already closed down the CS and JUST that cell I cannot edit or move things around in it. In other cells I can move things around and edit. -
I cannot select anything in my specific cell that I duped and changed. I was placing stuff in it and I have been working on cluttering and all that stuff and then for some reason I couldn't place or select anything after that. Any help would be appreciated! :biggrin:
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I got it to work, thanks everyone who helped me get to this point.
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I will try that right now :). EDIT: I can still pick it up with my "z"key. :( DOUBLE EDIT: I think it has to do with the weight property on the actual model. I know for a fact when you try to edit NIF Files in blender it gives you a weight criteria. I wonder if that is the problem.
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I need it to be a weapon so players can activate it to advance the quest. Can you do that with a static item? I never thought of changing the NIF of a static item to a weapon.
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It works how I would like it on some points however, can I use Refs with it to only make those objects be affected? Also is there anyway to make it not move on the Z axis? When I have it a certain way, it immediately puts itself to an already pre-defined position on the Z axis when I use the command. If I try to use it with my OnActivate script it seems not to work at all. I didn't properly state what I was asking for in the first post, thats my fault. I just need a command that deactivates the Z button for that specific item using the Begin Gamemode block.
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I want it as a clue to my quest which I would rather it not be disturbed by the player ever. So I would like it not to be picked up at all. Thanks for the answer :) EDIT: Also about OBSE I don't use it because I have no current need for it as of right now. I am making a mod that adds a lot of quests and a Main Story quest. If OBSE helps with that process then I will use it. If not I am not planning on working on other mods.